http://wiki.rustedpromises.com/rustwiki/api.php?action=feedcontributions&user=Arimia&feedformat=atomRusted Promises - User contributions [en]2024-03-28T23:13:38ZUser contributionsMediaWiki 1.29.0http://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=3407Theme and Setting Guide2013-04-18T23:56:10Z<p>Arimia: /* General Setting Information */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, or the ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
Questions about theme and setting for the game can be asked at http://ask.rustedpromises.com/ <br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
A more in depth timeline can be found at: [[Timeline]]<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done, and is decades late. A follow-up message speaks of a visit from the Creators, the time of arrival close to the shattering.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from a new group of Creators has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring. The message mentioned a visit from these Creators. There was more, but it involved Creator laws, which are beyond the understanding of the beings of Promise.<br />
* Cowbell. Because Nuku.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=3406Theme and Setting Guide2013-04-18T23:43:21Z<p>Arimia: /* Important events */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, or the ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
A more in depth timeline can be found at: [[Timeline]]<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done, and is decades late. A follow-up message speaks of a visit from the Creators, the time of arrival close to the shattering.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from a new group of Creators has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring. The message mentioned a visit from these Creators. There was more, but it involved Creator laws, which are beyond the understanding of the beings of Promise.<br />
* Cowbell. Because Nuku.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Judging&diff=3398Judging2013-04-18T06:12:42Z<p>Arimia: /* +PJ */</p>
<hr />
<div>Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you are one. Then we'll discuss the running of scenes. <br />
<br />
=Player Judges=<br />
==What Are They?==<br />
<br />
A player judge is a character that has requested of the staff that they be made someone who can run official, logged scenes, which will be uploaded to the Wiki(this one over at [[:Category:RPLogs]]). These scenes are considered canon within the gameworld.<br />
<br />
==Great! Make me one!==<br />
<br />
That's easy enough to do! All you have to do is file a request! To do so you would do +request/new and follow the commands that come up. You'd place it under judge, give it a subject, and expand on your request. I would advise doing more than just saying in the description 'Make me a judge!' Give reasons why you'd make a good judge, or some ideas you'd have for judged scenes. The staff will then review these requests, and grant or deny them as circumstances dictate.<br />
<br />
As a note: What staff giveth, staff taketh away. If you prove to not be doing your job as a judge, or are abusing your powers as a judge, the staff can strip you of your judge status.<br />
<br />
==Okay! I'm a Judge! Now What?==<br />
<br />
Now you can do all sorts of fancy judge things! There are a few things you should read in game. Help Directors and Help Player Judged Scenes. Help Directors is fairly self explanatory and goes over what we just discussed, and will discuss in a bit. Help Player Judged Scenes, however, is a set of guidelines for player judges and to avoid any confusion we'll talk about them now.<br />
<br />
===Help: Player Judged Scenes===<br />
* In this, bulleted items like this one are ones that the writer of this guide has added.<br />
<br />
A player judge is given certain powers that allow them to reward players, and it comes with responsibilities. A judge is expected to be a spokesperson for the MUD, and the world of Rusted Promises, and their content should encourage interaction with the story of the world, and story in general. Due to this, it is expected that a judge adhere as closely as they can to the following guidelines when running a player judged event.<br />
<br />
1. The scene to be valid for rewarding should have a purpose, it needs to not conflict with official canon, and it must be considered to have happened. A throwaway scene is not a valid scene for rewarding and should be treated by characters as actually having happened.<br />
<br />
* This means that the scene is canon and needs to have accomplished something in order for the judge to disperse rewards for it to be given. Your scene can be about helping to farm in fields to establish better relations between farmers and Gifted, or it can be about stopping bandit raids on the road. Both valid, good ideas. A scene without purpose is one like a casual chat in the inn. Sure, it can be decent character development, but what does it accomplish? Just chatting about the weather isn't good enough. HOWEVER! If the characters are gathered around an inn table, making plans on how to assassinate Chancellor Littlepot(not a real person, I made that up), and are having to do so without being overheard and blowing their cover? That could work for a rewarded scene. <br />
<br />
2. Rewards should not be handed out like candy. The proper guideline on an active, well run scene, should be a player judge award for every 1.5-2 hours of RP time, no more frequent than this barring exceptional circumstances. That means for your 6 hour scene, 3-4 awards would be the maximum. <br />
<br />
* Fairly self explanatory. If your scene runs 3 hours, don't give more than 2 rewards. Exceptional circumstances for giving more rewards should be discussed with staff prior to giving the additional reward. <br />
<br />
3. A judge should be responsible in the way they pose. Generally, you do not pose what a player is feeling, if its within their control. Pose what they can see, or hear, or what an NPC says, not what the PCs think about said NPC. It is acceptable to overpose players if it is part of your job and you disagree with the players assumption of what happened, or if lets say a player is mind controlled, it's acceptable to pose what they are thinking, but these are exceptions to a rule.<br />
<br />
* Again, fairly easy to understand. Don't force a player's actions through your poses, unless you have cause(mind control or the like). Let the players react as they will. Your job is to facilitate their actions, not dictate them. You provide NPCs for them to talk to, puzzles for them to solve. This is an interactive medium. Let them interact. If you want your story to play out in a certain way, and won't let the players take it in another direction, write a book. Don't run a scene.<br />
<br />
4. When running public scenes, please post any questionable content that may exist in the scene ahead of time. Do not surprise players and then get upset if they don't react in character the way you expect.<br />
<br />
* Fairly self explanatory. Just remember. Their characters are theirs. They will react how they decide to. Not you. <br />
<br />
5. Set limits on how many people you can handle and stick to them. Even the most experienced judge won't be able to control a large audience. Smaller scenes run faster, are easier on you, and more fun for everyone.<br />
<br />
* Don't let yourself get overwhelmed. It can be worrying to say to someone "I'm sorry, but we have four people already, and I don't run scenes for more than that." It sucks to have to turn people away. But it's necessary. If you take more people than you're comfortable with you won't do a good job judging. You'll get frazzled, and in the cases of some people(like me) you could even get snippy. Don't let that happen. If you feel like you're leaving people out, run more scenes! Get those poor left out souls in the mix!<br />
<br />
6. You have the final say when it comes to what is happening in the scene. Do not let players bully you into getting their way, hog scenes, or force you to run a scene in a way you don't like. It is up to players to follow a judge, and they have the authority to determine what actually does happen. If players are unhappy they simply do not have to attend your events in the future.<br />
<br />
* You decide what happens. Not the players. The players can say "I shoot an arrow at X" but if you decide that X is being watched over by an allied air mage who blows the arrow away, stick with that. Don't let the players try to bully you into that not happening, because they will. That said; don't railroad a scene either. Yes, you're the judge. Yes, you decide what happens in a scene. Yes, it's YOUR scene. But if you run a scene where players can't do anything due to their actions always being negated, because you want the scene to go in Y direction... You won't have players attending your scenes for very long. <br />
<br />
=Mechanics of Judging=<br />
<br />
Here we're going to discuss the mechanics of judging a scene. We'll talk about +rolls, +dice, the +pj commands, how to do fights, and so on. We will start with Judge levels.<br />
<br />
==Judge Levels==<br />
<br />
Every judge starts at Judge Level 1, and are made a judge account wide. Used to being a judge was something specific to a character, but now it is tied to the player's account, so all characters on that account share the judge level so long as they are toggled to be a judge. More on that in a bit. This level can be increased when, after you run a scene, players give you a vote, using +pjvote (judge). The more often you run a scene, the faster you get judge levels! However, a player can only vote for a specific judge once a day. An increase in judge levels gives the judge more powers. Such as the ability to change the environment of the room, or create different monsters. It also ties into the strength of their rewards. <br />
<br />
==+PJ==<br />
<br />
The +pj command is the bread and butter of a judge. It's how you hand out rewards! And a few other nifty things! Let's take a look at it!<br />
<br />
* +pj #xp - reward players in the room with XP.<br />
* +pj #loot - reward players in the room with a smaller amount of XP, and a chance to salvage loot.<br />
* +pj #influence - Rewards players with social influence<br />
* +pj #token - Rewards players with tokens.<br />
* +pj #buff - rewards players in the room with a buff that scales with your judge level.<br />
<br />
These are your reward commands. All rewards are variable, based on the level of the player receiving them(or crafting skills in the case of the #loot command) and the player judge level of the judge. Further, a judge who has a blessing from the staff gives stronger rewards. <br />
<br />
* +pj #ooc - Enable/disable OOC chat in your room.<br />
<br />
This command does what it says. Useful if OOC chatter is getting overwhelming, or argumentative. <br />
<br />
* +pj #env <nanite|water|heat|cold>=<number> - Set the environment on the temporary room you are in (judge level 6+).<br />
<br />
This changes the environment of the room. Different environments have different effects. An example; water environments have a -20 energybreak(I think), to represent the fact that actions are more difficult in that watery environment. Players with certain aspects may have ways to get around the environmental effects. <br />
<br />
* +pj #research - Advances global research due to player activity.<br />
<br />
This is similar to a reward, but does not count as one for purposes of how many can be awarded. If your scene advances one of the research topics you can use this to show that. So if you are running a scene where characters discover some nifty fact about what the Creators ate you could use it to advance the Creator Meals research topic. When you use this command it will ask which topic you wish to advance. Using the RESEARCH command in game will show you topics. <br />
<br />
* +pj #bless (name) - Staff only, causes a judge to give out 25% larger rewards and get 25% more from votes.<br />
<br />
Staff only. Does what it says. If one of the staff have used this on you, you should run a scene!<br />
<br />
* +pj #boot (name) - Allows judges of level 3+ to send a player to their home location.<br />
<br />
Again, does as it says. You can use this to boot a player out of the scene. If you're handing out rewards, and they went idle after the first two hours, you can use this to give a reward, then boot them, and continue handing out rewards. Also it can be used to send troublesome players out of the scene. Use it sparingly.<br />
<br />
* +pj #flaw (person)=(flaw) - Give a person credit for playing up a particular flaw.<br />
<br />
Does as it says. A test showed no noticeable mechanical effect for me, just a way of giving them credit for it. That said, may be an effect I missed.<br />
<br />
* +pj #off - Will make the system no longer count this character as a judge.<br />
* +pj #on - Will make the system once more count this character as a judge (if your account is set to be one).<br />
<br />
A linked set of commands. This toggle a character to being a judge or not being a judge if your account is flagged as a judge. If your character has being a judge enabled, they can judge scenes, hand out rewards, and do all the fancy things judges do. If they don't, they can't! Simple, huh?<br />
<br />
* You are X% of the way to gaining judge level Y.<br />
<br />
How close you are to the next judge level. <br />
<br />
And that's everything the +pj command shows!<br />
<br />
==Rolls and Dice==<br />
<br />
===+Roll===<br />
This are the ways that you will often use to determine if a character succeeds at doing something. If one of the players is trying to use fire magic to set someone on fire you would just ask them to roll fire magic. This is done using the +roll command, or just roll. So you can +roll (proficiency). You can use the +roll command with many things. Proficiencies are the most common. So sneaking would require a roll of stealth, singing a roll of entertain, and so on. Further you can combine items to be rolled. So a roll of stealth+misdirection would roll the combined total of the stealth AND misdirection proficiencies. You can also roll combat skills, powers, and so on. However, in the case of powers, rarely will they be above 1, so it would be the same as just doing roll 1. You can also roll effects. So if you see when checking EFFECTS that you have a defense of 12, you can +roll defense, and it will roll 12 dice. <br />
<br />
You may be asking what I mean by rolling 12 dice. Well, the +roll system in Rusted Promises uses a dice pool. Each point of a thing you are rolling counts as one ten sided die. So 12 points would be 12 ten sided dice. If you roll a ten, you get 10, for each 10 beyond the first you add 1 point to that total. So if you roll 5 10 sided dice and get 5, 6, 10, 10, 10, you would have 12. If you rolled 5, 3, 6, 2, 10, you would just get have 10. If you roll no tens, you just get the highest number you did roll. Further, Without any modifications, the highest any roll can be is 20. If you have 35 points in dark magic, and do +roll dark magic, you will only be rolling 20 dice. You may ask why bother raising a proficiency above 20 then? That is because every point in a proficiency adds 1% to the chance to roll a 10 with that proficiency. So 35 points in dark magic means that each of those 20 dice have a 35% greater chance of coming up ten. Adding two proficiencies does not give you more than 20 dice. So if you have athletic and stealth both at 20 and do +roll stealth+athletics you'll still only be rolling 20 dice. But with a 40% chance now(20% from athletics and 20% from stealth). This means that unmodified the most you can roll is 29(The initial 10+19 other 10s). Such a roll is near impossible, however, due to the probability of rolling twenty tens. There are, however, ways to increase the dice pool beyond this cap of 20 dice. You can do a +roll (proficiency or whatever)+hero(+hero+hero+hero(+hero extra one for hot blooded perk)) Each +hero added on is 5 more dice in the pool. So using all 4 hero points gives 20 more dice.<br />
<br />
In game, HELP ROLLING covers this, as well as the scale for rolls, and modifiers for them. These are the parts on scale and modifiers.<br />
<br />
Scale of Result:<br />
* For a basic action that could be failed, but usually isn't(jumping a two foot divide, climbing knotted rope): 5<br />
* A basic challenge(Standing 5 ft jump, repairing a dented sword, catching a thrown potion at high speed): 7<br />
* Difficult Task(Slicing a coin in half mid air, avoiding a basic arrow trap): 10<br />
* Exemplary Task(Spotting a shadow in the dark, Rolling with a golem's punch to avoid harm, leaping off a three story building unharmed): 13<br />
* Divine Challenges(Dodge between the pellets of a fired blunderbuss, bribe Good King's guard to take night off, Convince Creator Tech that you are not only a Creator, but its original builder): 17<br />
* Impossible Challenges(Convince a charging shadow to give peace a chance, Flying unassisted for an hour, Creating a city clearing tsunami): 22<br />
<br />
Modifiers:<br />
Not every action is taken under average conditions. Trying to pick locks in dim light, acrobatics on slick surfaces, or landing a hit while seriously injured becomes more difficult. The judge at hand is the ultimate arbiter of what modifier applies, but here are some suggestions.<br />
<br />
* Mild obstruction(dim light while working delicately): -3, or +1 target.<br />
* Moderate obstruction(Trying to scale a wall that is wet, but not greased): -10 or +3 target.<br />
* Harsh obstruction(Performing an action while seriously injured): -15 or +5 target.<br />
* Heroic obstruction(Trying to convince an attacker with a generational vendetta to sit down and enjoy some tea): -20 or +8 target.<br />
<br />
You may find that that it is rare for one of the players to roll less than 10, if they're rolling something they've put points into. However, do keep in mind that all the players are Gifted, and as such are more skilled than your average being. Further, do consider modifiers as well. They may roll a 17 on climbing that greased rope in the rain. But the rope being greased and it being raining are going to make the target number for it jump up.<br />
<br />
===+dice===<br />
<br />
You may be wondering... What if you don't want to use +roll for something? Maybe you just want a random way of seeing which of your four vict... Ah... Players, the creature hits? That's where +dice comes in. +dice is used for rolling all sorts of dice. The standard is 3d6. That's what you'll roll if you just type +dice. You can roll other types, however. The syntax is +dice (x)d(y)+(z) Where x is the number of dice, y is the sides on each die, and z is any additional number(just numbers, not additional dice. One type of dice at a time). So to roll a single six sided die it would be +dice 1d6. For a 20 sided die with a modifier of five it would be +dice 1d20+5. Simple enough! <br />
<br />
==+Beast==<br />
<br />
This command is how you make the various beasties for fights. <br />
<br />
The correct usage for this command is as follows:<br />
<br />
+beast list templates - Lists what templates you can use.<br />
<br />
+beast list monsters - Lists what monsters you can use.<br />
<br />
+beast <monster name>=<monster rank>=<monster level>=<monster template>=<resulting critter's name> - To summon a creature of the type you want.<br />
<monster name> - Obtained from the list of what you can summon.<br />
<monster rank> - Can be any of the following:<br />
Underling - Decoy! Hits like a minion, 1/10th PC HP<br />
Mook - Extremely easy, hits like a minion, 1/5th PC HP<br />
Minion - 1/3rd the hp of a PC, hits lightly.<br />
Mid Boss - Hits normally, 60% HP<br />
Boss - Hits normally, 100% HP<br />
Hard Boss - Hits a bit harder than normal, 200% HP<br />
Final Boss - Story ender, 500% HP, hits a bit harder<br />
<monster level> - A positive number, the level of the monster you want.<br />
<monster template> - From the list of templates you can apply. You can leave this blank.<br />
<resulting critter's name> - The name of your monster. If left blank will just use the critter's original name.<br />
Note: You can summon a MUCH wider list of critters when you are judge rank 5+<br />
<br />
That is the text block that comes up when you type +beast. Brows the templates and monsters. Then get started! <br />
<br />
Monster name is the name of the monster you are using, not what you want it called. So bone dragon, or black cackle. Not Killer Tomato. <br />
<br />
Rank is underling, mook, minion, mid boss, boss, hard boss, or final boss. The results of the ranks are outlined above. <br />
<br />
Level... There are no limits on this. You can have them fight a level 100 monster. They may hate you for it, but you can. <br />
<br />
Template is choosing from a list of templates available. Some strengthen the monster, some weaken it. To the best of my knowledge(as in I poked and poked at the command but couldn't figure this out) you can only have a single template applied to a beast.<br />
<br />
Critter name. This is where you name them. Be it calling them a Killer Tomato, or Butler Buttersworth! Something to note with names, however! If you choose to apply a template the template name will be ADDED to your name. So Butler Buttersworth with the old one touched template will be called Twisted Butler Buttersworth.<br />
<br />
Once you create the beast, you use +monster ready to start the fight! All the players involved need to be in a party for this. Further you should go to judge mode(gojdg). <br />
<br />
To have multiple monster you have to create each one. Each is saved as a separate entity. Once you've created them all, then you do +monster ready.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Judging&diff=3397Judging2013-04-18T06:00:29Z<p>Arimia: /* +Beast */</p>
<hr />
<div>Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you are one. Then we'll discuss the running of scenes. <br />
<br />
=Player Judges=<br />
==What Are They?==<br />
<br />
A player judge is a character that has requested of the staff that they be made someone who can run official, logged scenes, which will be uploaded to the Wiki(this one over at [[:Category:RPLogs]]). These scenes are considered canon within the gameworld.<br />
<br />
==Great! Make me one!==<br />
<br />
That's easy enough to do! All you have to do is file a request! To do so you would do +request/new and follow the commands that come up. You'd place it under judge, give it a subject, and expand on your request. I would advise doing more than just saying in the description 'Make me a judge!' Give reasons why you'd make a good judge, or some ideas you'd have for judged scenes. The staff will then review these requests, and grant or deny them as circumstances dictate.<br />
<br />
As a note: What staff giveth, staff taketh away. If you prove to not be doing your job as a judge, or are abusing your powers as a judge, the staff can strip you of your judge status.<br />
<br />
==Okay! I'm a Judge! Now What?==<br />
<br />
Now you can do all sorts of fancy judge things! There are a few things you should read in game. Help Directors and Help Player Judged Scenes. Help Directors is fairly self explanatory and goes over what we just discussed, and will discuss in a bit. Help Player Judged Scenes, however, is a set of guidelines for player judges and to avoid any confusion we'll talk about them now.<br />
<br />
===Help: Player Judged Scenes===<br />
* In this, bulleted items like this one are ones that the writer of this guide has added.<br />
<br />
A player judge is given certain powers that allow them to reward players, and it comes with responsibilities. A judge is expected to be a spokesperson for the MUD, and the world of Rusted Promises, and their content should encourage interaction with the story of the world, and story in general. Due to this, it is expected that a judge adhere as closely as they can to the following guidelines when running a player judged event.<br />
<br />
1. The scene to be valid for rewarding should have a purpose, it needs to not conflict with official canon, and it must be considered to have happened. A throwaway scene is not a valid scene for rewarding and should be treated by characters as actually having happened.<br />
<br />
* This means that the scene is canon and needs to have accomplished something in order for the judge to disperse rewards for it to be given. Your scene can be about helping to farm in fields to establish better relations between farmers and Gifted, or it can be about stopping bandit raids on the road. Both valid, good ideas. A scene without purpose is one like a casual chat in the inn. Sure, it can be decent character development, but what does it accomplish? Just chatting about the weather isn't good enough. HOWEVER! If the characters are gathered around an inn table, making plans on how to assassinate Chancellor Littlepot(not a real person, I made that up), and are having to do so without being overheard and blowing their cover? That could work for a rewarded scene. <br />
<br />
2. Rewards should not be handed out like candy. The proper guideline on an active, well run scene, should be a player judge award for every 1.5-2 hours of RP time, no more frequent than this barring exceptional circumstances. That means for your 6 hour scene, 3-4 awards would be the maximum. <br />
<br />
* Fairly self explanatory. If your scene runs 3 hours, don't give more than 2 rewards. Exceptional circumstances for giving more rewards should be discussed with staff prior to giving the additional reward. <br />
<br />
3. A judge should be responsible in the way they pose. Generally, you do not pose what a player is feeling, if its within their control. Pose what they can see, or hear, or what an NPC says, not what the PCs think about said NPC. It is acceptable to overpose players if it is part of your job and you disagree with the players assumption of what happened, or if lets say a player is mind controlled, it's acceptable to pose what they are thinking, but these are exceptions to a rule.<br />
<br />
* Again, fairly easy to understand. Don't force a player's actions through your poses, unless you have cause(mind control or the like). Let the players react as they will. Your job is to facilitate their actions, not dictate them. You provide NPCs for them to talk to, puzzles for them to solve. This is an interactive medium. Let them interact. If you want your story to play out in a certain way, and won't let the players take it in another direction, write a book. Don't run a scene.<br />
<br />
4. When running public scenes, please post any questionable content that may exist in the scene ahead of time. Do not surprise players and then get upset if they don't react in character the way you expect.<br />
<br />
* Fairly self explanatory. Just remember. Their characters are theirs. They will react how they decide to. Not you. <br />
<br />
5. Set limits on how many people you can handle and stick to them. Even the most experienced judge won't be able to control a large audience. Smaller scenes run faster, are easier on you, and more fun for everyone.<br />
<br />
* Don't let yourself get overwhelmed. It can be worrying to say to someone "I'm sorry, but we have four people already, and I don't run scenes for more than that." It sucks to have to turn people away. But it's necessary. If you take more people than you're comfortable with you won't do a good job judging. You'll get frazzled, and in the cases of some people(like me) you could even get snippy. Don't let that happen. If you feel like you're leaving people out, run more scenes! Get those poor left out souls in the mix!<br />
<br />
6. You have the final say when it comes to what is happening in the scene. Do not let players bully you into getting their way, hog scenes, or force you to run a scene in a way you don't like. It is up to players to follow a judge, and they have the authority to determine what actually does happen. If players are unhappy they simply do not have to attend your events in the future.<br />
<br />
* You decide what happens. Not the players. The players can say "I shoot an arrow at X" but if you decide that X is being watched over by an allied air mage who blows the arrow away, stick with that. Don't let the players try to bully you into that not happening, because they will. That said; don't railroad a scene either. Yes, you're the judge. Yes, you decide what happens in a scene. Yes, it's YOUR scene. But if you run a scene where players can't do anything due to their actions always being negated, because you want the scene to go in Y direction... You won't have players attending your scenes for very long. <br />
<br />
=Mechanics of Judging=<br />
<br />
Here we're going to discuss the mechanics of judging a scene. We'll talk about +rolls, +dice, the +pj commands, how to do fights, and so on. We will start with Judge levels.<br />
<br />
==Judge Levels==<br />
<br />
Every judge starts at Judge Level 1, and are made a judge account wide. Used to being a judge was something specific to a character, but now it is tied to the player's account, so all characters on that account share the judge level so long as they are toggled to be a judge. More on that in a bit. This level can be increased when, after you run a scene, players give you a vote, using +pjvote (judge). The more often you run a scene, the faster you get judge levels! However, a player can only vote for a specific judge once a day. An increase in judge levels gives the judge more powers. Such as the ability to change the environment of the room, or create different monsters. It also ties into the strength of their rewards. <br />
<br />
==+PJ==<br />
<br />
The +pj command is the bread and butter of a judge. It's how you hand out rewards! And a few other nifty things! Let's take a look at it!<br />
<br />
+pj #xp - reward players in the room with XP.<br />
+pj #loot - reward players in the room with a smaller amount of XP, and a chance to salvage loot.<br />
+pj #influence - Rewards players with social influence<br />
+pj #token - Rewards players with tokens.<br />
+pj #buff - rewards players in the room with a buff that scales with your judge level.<br />
<br />
These are your reward commands. All rewards are variable, based on the level of the player receiving them(or crafting skills in the case of the #loot command) and the player judge level of the judge. Further, a judge who has a blessing from the staff gives stronger rewards. <br />
<br />
+pj #ooc - Enable/disable OOC chat in your room.<br />
<br />
This command does what it says. Useful if OOC chatter is getting overwhelming, or argumentative. <br />
<br />
+pj #env <nanite|water|heat|cold>=<number> - Set the environment on the temporary room you are in (judge level 6+).<br />
<br />
This changes the environment of the room. Different environments have different effects. An example; water environments have a -20 energybreak(I think), to represent the fact that actions are more difficult in that watery environment. Players with certain aspects may have ways to get around the environmental effects. <br />
<br />
+pj #research - Advances global research due to player activity.<br />
<br />
This is similar to a reward, but does not count as one for purposes of how many can be awarded. If your scene advances one of the research topics you can use this to show that. So if you are running a scene where characters discover some nifty fact about what the Creators ate you could use it to advance the Creator Meals research topic. When you use this command it will ask which topic you wish to advance. Using the RESEARCH command in game will show you topics. <br />
<br />
+pj #bless (name) - Staff only, causes a judge to give out 25% larger rewards and get 25% more from votes.<br />
<br />
Staff only. Does what it says. If one of the staff have used this on you, you should run a scene!<br />
<br />
+pj #boot (name) - Allows judges of level 3+ to send a player to their home location.<br />
<br />
Again, does as it says. You can use this to boot a player out of the scene. If you're handing out rewards, and they went idle after the first two hours, you can use this to give a reward, then boot them, and continue handing out rewards. Also it can be used to send troublesome players out of the scene. Use it sparingly.<br />
<br />
+pj #flaw (person)=(flaw) - Give a person credit for playing up a particular flaw.<br />
<br />
Does as it says. A test showed no noticeable mechanical effect for me, just a way of giving them credit for it. That said, may be an effect I missed.<br />
<br />
+pj #off - Will make the system no longer count this character as a judge.<br />
+pj #on - Will make the system once more count this character as a judge (if your account is set to be one).<br />
<br />
A linked set of commands. This toggle a character to being a judge or not being a judge if your account is flagged as a judge. If your character has being a judge enabled, they can judge scenes, hand out rewards, and do all the fancy things judges do. If they don't, they can't! Simple, huh?<br />
<br />
You are X% of the way to gaining judge level Y.<br />
<br />
How close you are to the next judge level. <br />
<br />
And that's everything the +pj command shows! <br />
<br />
==Rolls and Dice==<br />
<br />
===+Roll===<br />
This are the ways that you will often use to determine if a character succeeds at doing something. If one of the players is trying to use fire magic to set someone on fire you would just ask them to roll fire magic. This is done using the +roll command, or just roll. So you can +roll (proficiency). You can use the +roll command with many things. Proficiencies are the most common. So sneaking would require a roll of stealth, singing a roll of entertain, and so on. Further you can combine items to be rolled. So a roll of stealth+misdirection would roll the combined total of the stealth AND misdirection proficiencies. You can also roll combat skills, powers, and so on. However, in the case of powers, rarely will they be above 1, so it would be the same as just doing roll 1. You can also roll effects. So if you see when checking EFFECTS that you have a defense of 12, you can +roll defense, and it will roll 12 dice. <br />
<br />
You may be asking what I mean by rolling 12 dice. Well, the +roll system in Rusted Promises uses a dice pool. Each point of a thing you are rolling counts as one ten sided die. So 12 points would be 12 ten sided dice. If you roll a ten, you get 10, for each 10 beyond the first you add 1 point to that total. So if you roll 5 10 sided dice and get 5, 6, 10, 10, 10, you would have 12. If you rolled 5, 3, 6, 2, 10, you would just get have 10. If you roll no tens, you just get the highest number you did roll. Further, Without any modifications, the highest any roll can be is 20. If you have 35 points in dark magic, and do +roll dark magic, you will only be rolling 20 dice. You may ask why bother raising a proficiency above 20 then? That is because every point in a proficiency adds 1% to the chance to roll a 10 with that proficiency. So 35 points in dark magic means that each of those 20 dice have a 35% greater chance of coming up ten. Adding two proficiencies does not give you more than 20 dice. So if you have athletic and stealth both at 20 and do +roll stealth+athletics you'll still only be rolling 20 dice. But with a 40% chance now(20% from athletics and 20% from stealth). This means that unmodified the most you can roll is 29(The initial 10+19 other 10s). Such a roll is near impossible, however, due to the probability of rolling twenty tens. There are, however, ways to increase the dice pool beyond this cap of 20 dice. You can do a +roll (proficiency or whatever)+hero(+hero+hero+hero(+hero extra one for hot blooded perk)) Each +hero added on is 5 more dice in the pool. So using all 4 hero points gives 20 more dice.<br />
<br />
In game, HELP ROLLING covers this, as well as the scale for rolls, and modifiers for them. These are the parts on scale and modifiers.<br />
<br />
Scale of Result:<br />
* For a basic action that could be failed, but usually isn't(jumping a two foot divide, climbing knotted rope): 5<br />
* A basic challenge(Standing 5 ft jump, repairing a dented sword, catching a thrown potion at high speed): 7<br />
* Difficult Task(Slicing a coin in half mid air, avoiding a basic arrow trap): 10<br />
* Exemplary Task(Spotting a shadow in the dark, Rolling with a golem's punch to avoid harm, leaping off a three story building unharmed): 13<br />
* Divine Challenges(Dodge between the pellets of a fired blunderbuss, bribe Good King's guard to take night off, Convince Creator Tech that you are not only a Creator, but its original builder): 17<br />
* Impossible Challenges(Convince a charging shadow to give peace a chance, Flying unassisted for an hour, Creating a city clearing tsunami): 22<br />
<br />
Modifiers:<br />
Not every action is taken under average conditions. Trying to pick locks in dim light, acrobatics on slick surfaces, or landing a hit while seriously injured becomes more difficult. The judge at hand is the ultimate arbiter of what modifier applies, but here are some suggestions.<br />
<br />
* Mild obstruction(dim light while working delicately): -3, or +1 target.<br />
* Moderate obstruction(Trying to scale a wall that is wet, but not greased): -10 or +3 target.<br />
* Harsh obstruction(Performing an action while seriously injured): -15 or +5 target.<br />
* Heroic obstruction(Trying to convince an attacker with a generational vendetta to sit down and enjoy some tea): -20 or +8 target.<br />
<br />
You may find that that it is rare for one of the players to roll less than 10, if they're rolling something they've put points into. However, do keep in mind that all the players are Gifted, and as such are more skilled than your average being. Further, do consider modifiers as well. They may roll a 17 on climbing that greased rope in the rain. But the rope being greased and it being raining are going to make the target number for it jump up.<br />
<br />
===+dice===<br />
<br />
You may be wondering... What if you don't want to use +roll for something? Maybe you just want a random way of seeing which of your four vict... Ah... Players, the creature hits? That's where +dice comes in. +dice is used for rolling all sorts of dice. The standard is 3d6. That's what you'll roll if you just type +dice. You can roll other types, however. The syntax is +dice (x)d(y)+(z) Where x is the number of dice, y is the sides on each die, and z is any additional number(just numbers, not additional dice. One type of dice at a time). So to roll a single six sided die it would be +dice 1d6. For a 20 sided die with a modifier of five it would be +dice 1d20+5. Simple enough! <br />
<br />
==+Beast==<br />
<br />
This command is how you make the various beasties for fights. <br />
<br />
The correct usage for this command is as follows:<br />
<br />
+beast list templates - Lists what templates you can use.<br />
<br />
+beast list monsters - Lists what monsters you can use.<br />
<br />
+beast <monster name>=<monster rank>=<monster level>=<monster template>=<resulting critter's name> - To summon a creature of the type you want.<br />
<monster name> - Obtained from the list of what you can summon.<br />
<monster rank> - Can be any of the following:<br />
Underling - Decoy! Hits like a minion, 1/10th PC HP<br />
Mook - Extremely easy, hits like a minion, 1/5th PC HP<br />
Minion - 1/3rd the hp of a PC, hits lightly.<br />
Mid Boss - Hits normally, 60% HP<br />
Boss - Hits normally, 100% HP<br />
Hard Boss - Hits a bit harder than normal, 200% HP<br />
Final Boss - Story ender, 500% HP, hits a bit harder<br />
<monster level> - A positive number, the level of the monster you want.<br />
<monster template> - From the list of templates you can apply. You can leave this blank.<br />
<resulting critter's name> - The name of your monster. If left blank will just use the critter's original name.<br />
Note: You can summon a MUCH wider list of critters when you are judge rank 5+<br />
<br />
That is the text block that comes up when you type +beast. Brows the templates and monsters. Then get started! <br />
<br />
Monster name is the name of the monster you are using, not what you want it called. So bone dragon, or black cackle. Not Killer Tomato. <br />
<br />
Rank is underling, mook, minion, mid boss, boss, hard boss, or final boss. The results of the ranks are outlined above. <br />
<br />
Level... There are no limits on this. You can have them fight a level 100 monster. They may hate you for it, but you can. <br />
<br />
Template is choosing from a list of templates available. Some strengthen the monster, some weaken it. To the best of my knowledge(as in I poked and poked at the command but couldn't figure this out) you can only have a single template applied to a beast.<br />
<br />
Critter name. This is where you name them. Be it calling them a Killer Tomato, or Butler Buttersworth! Something to note with names, however! If you choose to apply a template the template name will be ADDED to your name. So Butler Buttersworth with the old one touched template will be called Twisted Butler Buttersworth.<br />
<br />
Once you create the beast, you use +monster ready to start the fight! All the players involved need to be in a party for this. Further you should go to judge mode(gojdg). <br />
<br />
To have multiple monster you have to create each one. Each is saved as a separate entity. Once you've created them all, then you do +monster ready.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Judging&diff=3396Judging2013-04-18T05:58:02Z<p>Arimia: </p>
<hr />
<div>Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you are one. Then we'll discuss the running of scenes. <br />
<br />
=Player Judges=<br />
==What Are They?==<br />
<br />
A player judge is a character that has requested of the staff that they be made someone who can run official, logged scenes, which will be uploaded to the Wiki(this one over at [[:Category:RPLogs]]). These scenes are considered canon within the gameworld.<br />
<br />
==Great! Make me one!==<br />
<br />
That's easy enough to do! All you have to do is file a request! To do so you would do +request/new and follow the commands that come up. You'd place it under judge, give it a subject, and expand on your request. I would advise doing more than just saying in the description 'Make me a judge!' Give reasons why you'd make a good judge, or some ideas you'd have for judged scenes. The staff will then review these requests, and grant or deny them as circumstances dictate.<br />
<br />
As a note: What staff giveth, staff taketh away. If you prove to not be doing your job as a judge, or are abusing your powers as a judge, the staff can strip you of your judge status.<br />
<br />
==Okay! I'm a Judge! Now What?==<br />
<br />
Now you can do all sorts of fancy judge things! There are a few things you should read in game. Help Directors and Help Player Judged Scenes. Help Directors is fairly self explanatory and goes over what we just discussed, and will discuss in a bit. Help Player Judged Scenes, however, is a set of guidelines for player judges and to avoid any confusion we'll talk about them now.<br />
<br />
===Help: Player Judged Scenes===<br />
* In this, bulleted items like this one are ones that the writer of this guide has added.<br />
<br />
A player judge is given certain powers that allow them to reward players, and it comes with responsibilities. A judge is expected to be a spokesperson for the MUD, and the world of Rusted Promises, and their content should encourage interaction with the story of the world, and story in general. Due to this, it is expected that a judge adhere as closely as they can to the following guidelines when running a player judged event.<br />
<br />
1. The scene to be valid for rewarding should have a purpose, it needs to not conflict with official canon, and it must be considered to have happened. A throwaway scene is not a valid scene for rewarding and should be treated by characters as actually having happened.<br />
<br />
* This means that the scene is canon and needs to have accomplished something in order for the judge to disperse rewards for it to be given. Your scene can be about helping to farm in fields to establish better relations between farmers and Gifted, or it can be about stopping bandit raids on the road. Both valid, good ideas. A scene without purpose is one like a casual chat in the inn. Sure, it can be decent character development, but what does it accomplish? Just chatting about the weather isn't good enough. HOWEVER! If the characters are gathered around an inn table, making plans on how to assassinate Chancellor Littlepot(not a real person, I made that up), and are having to do so without being overheard and blowing their cover? That could work for a rewarded scene. <br />
<br />
2. Rewards should not be handed out like candy. The proper guideline on an active, well run scene, should be a player judge award for every 1.5-2 hours of RP time, no more frequent than this barring exceptional circumstances. That means for your 6 hour scene, 3-4 awards would be the maximum. <br />
<br />
* Fairly self explanatory. If your scene runs 3 hours, don't give more than 2 rewards. Exceptional circumstances for giving more rewards should be discussed with staff prior to giving the additional reward. <br />
<br />
3. A judge should be responsible in the way they pose. Generally, you do not pose what a player is feeling, if its within their control. Pose what they can see, or hear, or what an NPC says, not what the PCs think about said NPC. It is acceptable to overpose players if it is part of your job and you disagree with the players assumption of what happened, or if lets say a player is mind controlled, it's acceptable to pose what they are thinking, but these are exceptions to a rule.<br />
<br />
* Again, fairly easy to understand. Don't force a player's actions through your poses, unless you have cause(mind control or the like). Let the players react as they will. Your job is to facilitate their actions, not dictate them. You provide NPCs for them to talk to, puzzles for them to solve. This is an interactive medium. Let them interact. If you want your story to play out in a certain way, and won't let the players take it in another direction, write a book. Don't run a scene.<br />
<br />
4. When running public scenes, please post any questionable content that may exist in the scene ahead of time. Do not surprise players and then get upset if they don't react in character the way you expect.<br />
<br />
* Fairly self explanatory. Just remember. Their characters are theirs. They will react how they decide to. Not you. <br />
<br />
5. Set limits on how many people you can handle and stick to them. Even the most experienced judge won't be able to control a large audience. Smaller scenes run faster, are easier on you, and more fun for everyone.<br />
<br />
* Don't let yourself get overwhelmed. It can be worrying to say to someone "I'm sorry, but we have four people already, and I don't run scenes for more than that." It sucks to have to turn people away. But it's necessary. If you take more people than you're comfortable with you won't do a good job judging. You'll get frazzled, and in the cases of some people(like me) you could even get snippy. Don't let that happen. If you feel like you're leaving people out, run more scenes! Get those poor left out souls in the mix!<br />
<br />
6. You have the final say when it comes to what is happening in the scene. Do not let players bully you into getting their way, hog scenes, or force you to run a scene in a way you don't like. It is up to players to follow a judge, and they have the authority to determine what actually does happen. If players are unhappy they simply do not have to attend your events in the future.<br />
<br />
* You decide what happens. Not the players. The players can say "I shoot an arrow at X" but if you decide that X is being watched over by an allied air mage who blows the arrow away, stick with that. Don't let the players try to bully you into that not happening, because they will. That said; don't railroad a scene either. Yes, you're the judge. Yes, you decide what happens in a scene. Yes, it's YOUR scene. But if you run a scene where players can't do anything due to their actions always being negated, because you want the scene to go in Y direction... You won't have players attending your scenes for very long. <br />
<br />
=Mechanics of Judging=<br />
<br />
Here we're going to discuss the mechanics of judging a scene. We'll talk about +rolls, +dice, the +pj commands, how to do fights, and so on. We will start with Judge levels.<br />
<br />
==Judge Levels==<br />
<br />
Every judge starts at Judge Level 1, and are made a judge account wide. Used to being a judge was something specific to a character, but now it is tied to the player's account, so all characters on that account share the judge level so long as they are toggled to be a judge. More on that in a bit. This level can be increased when, after you run a scene, players give you a vote, using +pjvote (judge). The more often you run a scene, the faster you get judge levels! However, a player can only vote for a specific judge once a day. An increase in judge levels gives the judge more powers. Such as the ability to change the environment of the room, or create different monsters. It also ties into the strength of their rewards. <br />
<br />
==+PJ==<br />
<br />
The +pj command is the bread and butter of a judge. It's how you hand out rewards! And a few other nifty things! Let's take a look at it!<br />
<br />
+pj #xp - reward players in the room with XP.<br />
+pj #loot - reward players in the room with a smaller amount of XP, and a chance to salvage loot.<br />
+pj #influence - Rewards players with social influence<br />
+pj #token - Rewards players with tokens.<br />
+pj #buff - rewards players in the room with a buff that scales with your judge level.<br />
<br />
These are your reward commands. All rewards are variable, based on the level of the player receiving them(or crafting skills in the case of the #loot command) and the player judge level of the judge. Further, a judge who has a blessing from the staff gives stronger rewards. <br />
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+pj #ooc - Enable/disable OOC chat in your room.<br />
<br />
This command does what it says. Useful if OOC chatter is getting overwhelming, or argumentative. <br />
<br />
+pj #env <nanite|water|heat|cold>=<number> - Set the environment on the temporary room you are in (judge level 6+).<br />
<br />
This changes the environment of the room. Different environments have different effects. An example; water environments have a -20 energybreak(I think), to represent the fact that actions are more difficult in that watery environment. Players with certain aspects may have ways to get around the environmental effects. <br />
<br />
+pj #research - Advances global research due to player activity.<br />
<br />
This is similar to a reward, but does not count as one for purposes of how many can be awarded. If your scene advances one of the research topics you can use this to show that. So if you are running a scene where characters discover some nifty fact about what the Creators ate you could use it to advance the Creator Meals research topic. When you use this command it will ask which topic you wish to advance. Using the RESEARCH command in game will show you topics. <br />
<br />
+pj #bless (name) - Staff only, causes a judge to give out 25% larger rewards and get 25% more from votes.<br />
<br />
Staff only. Does what it says. If one of the staff have used this on you, you should run a scene!<br />
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+pj #boot (name) - Allows judges of level 3+ to send a player to their home location.<br />
<br />
Again, does as it says. You can use this to boot a player out of the scene. If you're handing out rewards, and they went idle after the first two hours, you can use this to give a reward, then boot them, and continue handing out rewards. Also it can be used to send troublesome players out of the scene. Use it sparingly.<br />
<br />
+pj #flaw (person)=(flaw) - Give a person credit for playing up a particular flaw.<br />
<br />
Does as it says. A test showed no noticeable mechanical effect for me, just a way of giving them credit for it. That said, may be an effect I missed.<br />
<br />
+pj #off - Will make the system no longer count this character as a judge.<br />
+pj #on - Will make the system once more count this character as a judge (if your account is set to be one).<br />
<br />
A linked set of commands. This toggle a character to being a judge or not being a judge if your account is flagged as a judge. If your character has being a judge enabled, they can judge scenes, hand out rewards, and do all the fancy things judges do. If they don't, they can't! Simple, huh?<br />
<br />
You are X% of the way to gaining judge level Y.<br />
<br />
How close you are to the next judge level. <br />
<br />
And that's everything the +pj command shows! <br />
<br />
==Rolls and Dice==<br />
<br />
===+Roll===<br />
This are the ways that you will often use to determine if a character succeeds at doing something. If one of the players is trying to use fire magic to set someone on fire you would just ask them to roll fire magic. This is done using the +roll command, or just roll. So you can +roll (proficiency). You can use the +roll command with many things. Proficiencies are the most common. So sneaking would require a roll of stealth, singing a roll of entertain, and so on. Further you can combine items to be rolled. So a roll of stealth+misdirection would roll the combined total of the stealth AND misdirection proficiencies. You can also roll combat skills, powers, and so on. However, in the case of powers, rarely will they be above 1, so it would be the same as just doing roll 1. You can also roll effects. So if you see when checking EFFECTS that you have a defense of 12, you can +roll defense, and it will roll 12 dice. <br />
<br />
You may be asking what I mean by rolling 12 dice. Well, the +roll system in Rusted Promises uses a dice pool. Each point of a thing you are rolling counts as one ten sided die. So 12 points would be 12 ten sided dice. If you roll a ten, you get 10, for each 10 beyond the first you add 1 point to that total. So if you roll 5 10 sided dice and get 5, 6, 10, 10, 10, you would have 12. If you rolled 5, 3, 6, 2, 10, you would just get have 10. If you roll no tens, you just get the highest number you did roll. Further, Without any modifications, the highest any roll can be is 20. If you have 35 points in dark magic, and do +roll dark magic, you will only be rolling 20 dice. You may ask why bother raising a proficiency above 20 then? That is because every point in a proficiency adds 1% to the chance to roll a 10 with that proficiency. So 35 points in dark magic means that each of those 20 dice have a 35% greater chance of coming up ten. Adding two proficiencies does not give you more than 20 dice. So if you have athletic and stealth both at 20 and do +roll stealth+athletics you'll still only be rolling 20 dice. But with a 40% chance now(20% from athletics and 20% from stealth). This means that unmodified the most you can roll is 29(The initial 10+19 other 10s). Such a roll is near impossible, however, due to the probability of rolling twenty tens. There are, however, ways to increase the dice pool beyond this cap of 20 dice. You can do a +roll (proficiency or whatever)+hero(+hero+hero+hero(+hero extra one for hot blooded perk)) Each +hero added on is 5 more dice in the pool. So using all 4 hero points gives 20 more dice.<br />
<br />
In game, HELP ROLLING covers this, as well as the scale for rolls, and modifiers for them. These are the parts on scale and modifiers.<br />
<br />
Scale of Result:<br />
* For a basic action that could be failed, but usually isn't(jumping a two foot divide, climbing knotted rope): 5<br />
* A basic challenge(Standing 5 ft jump, repairing a dented sword, catching a thrown potion at high speed): 7<br />
* Difficult Task(Slicing a coin in half mid air, avoiding a basic arrow trap): 10<br />
* Exemplary Task(Spotting a shadow in the dark, Rolling with a golem's punch to avoid harm, leaping off a three story building unharmed): 13<br />
* Divine Challenges(Dodge between the pellets of a fired blunderbuss, bribe Good King's guard to take night off, Convince Creator Tech that you are not only a Creator, but its original builder): 17<br />
* Impossible Challenges(Convince a charging shadow to give peace a chance, Flying unassisted for an hour, Creating a city clearing tsunami): 22<br />
<br />
Modifiers:<br />
Not every action is taken under average conditions. Trying to pick locks in dim light, acrobatics on slick surfaces, or landing a hit while seriously injured becomes more difficult. The judge at hand is the ultimate arbiter of what modifier applies, but here are some suggestions.<br />
<br />
* Mild obstruction(dim light while working delicately): -3, or +1 target.<br />
* Moderate obstruction(Trying to scale a wall that is wet, but not greased): -10 or +3 target.<br />
* Harsh obstruction(Performing an action while seriously injured): -15 or +5 target.<br />
* Heroic obstruction(Trying to convince an attacker with a generational vendetta to sit down and enjoy some tea): -20 or +8 target.<br />
<br />
You may find that that it is rare for one of the players to roll less than 10, if they're rolling something they've put points into. However, do keep in mind that all the players are Gifted, and as such are more skilled than your average being. Further, do consider modifiers as well. They may roll a 17 on climbing that greased rope in the rain. But the rope being greased and it being raining are going to make the target number for it jump up.<br />
<br />
===+dice===<br />
<br />
You may be wondering... What if you don't want to use +roll for something? Maybe you just want a random way of seeing which of your four vict... Ah... Players, the creature hits? That's where +dice comes in. +dice is used for rolling all sorts of dice. The standard is 3d6. That's what you'll roll if you just type +dice. You can roll other types, however. The syntax is +dice (x)d(y)+(z) Where x is the number of dice, y is the sides on each die, and z is any additional number(just numbers, not additional dice. One type of dice at a time). So to roll a single six sided die it would be +dice 1d6. For a 20 sided die with a modifier of five it would be +dice 1d20+5. Simple enough! <br />
<br />
==+Beast==<br />
<br />
This command is how you make the various beasties for fights. <br />
<br />
The correct usage for this command is as follows:<br />
+beast list templates - Lists what templates you can use.<br />
+beast list monsters - Lists what monsters you can use.<br />
+beast <monster name>=<monster rank>=<monster level>=<monster template>=<resulting critter's name> - To summon a creature of the type you want.<br />
<monster name> - Obtained from the list of what you can summon.<br />
<monster rank> - Can be any of the following:<br />
Underling - Decoy! Hits like a minion, 1/10th PC HP<br />
Mook - Extremely easy, hits like a minion, 1/5th PC HP<br />
Minion - 1/3rd the hp of a PC, hits lightly.<br />
Mid Boss - Hits normally, 60% HP<br />
Boss - Hits normally, 100% HP<br />
Hard Boss - Hits a bit harder than normal, 200% HP<br />
Final Boss - Story ender, 500% HP, hits a bit harder<br />
<monster level> - A positive number, the level of the monster you want.<br />
<monster template> - From the list of templates you can apply. You can leave this blank.<br />
<resulting critter's name> - The name of your monster. If left blank will just use the critter's original name.<br />
Note: You can summon a MUCH wider list of critters when you are judge rank 5+<br />
<br />
That is the text block that comes up when you type +beast. Brows the templates and monsters. Then get started! <br />
<br />
Monster name is the name of the monster you are using, not what you want it called. So bone dragon, or black cackle. Not Killer Tomato. <br />
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Rank is underling, mook, minion, mid boss, boss, hard boss, or final boss. The results of the ranks are outlined above. <br />
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Level... There are no limits on this. You can have them fight a level 100 monster. They may hate you for it, but you can. <br />
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Template is choosing from a list of templates available. Some strengthen the monster, some weaken it. To the best of my knowledge(as in I poked and poked at the command but couldn't figure this out) you can only have a single template applied to a beast.<br />
<br />
Critter name. This is where you name them. Be it calling them a Killer Tomato, or Butler Buttersworth! Something to note with names, however! If you choose to apply a template the template name will be ADDED to your name. So Butler Buttersworth with the old one touched template will be called Twisted Butler Buttersworth.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Judging&diff=3395Judging2013-04-18T05:55:46Z<p>Arimia: </p>
<hr />
<div>Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you are one. Then we'll discuss the running of scenes. <br />
<br />
=Player Judges=<br />
==What Are They?==<br />
<br />
A player judge is a character that has requested of the staff that they be made someone who can run official, logged scenes, which will be uploaded to the Wiki(this one over at [[:Category:RPLogs]]). These scenes are considered canon within the gameworld.<br />
<br />
==Great! Make me one!==<br />
<br />
That's easy enough to do! All you have to do is file a request! To do so you would do +request/new and follow the commands that come up. You'd place it under judge, give it a subject, and expand on your request. I would advise doing more than just saying in the description 'Make me a judge!' Give reasons why you'd make a good judge, or some ideas you'd have for judged scenes. The staff will then review these requests, and grant or deny them as circumstances dictate.<br />
<br />
As a note: What staff giveth, staff taketh away. If you prove to not be doing your job as a judge, or are abusing your powers as a judge, the staff can strip you of your judge status.<br />
<br />
==Okay! I'm a Judge! Now What?==<br />
<br />
Now you can do all sorts of fancy judge things! There are a few things you should read in game. Help Directors and Help Player Judged Scenes. Help Directors is fairly self explanatory and goes over what we just discussed, and will discuss in a bit. Help Player Judged Scenes, however, is a set of guidelines for player judges and to avoid any confusion we'll talk about them now.<br />
<br />
===Help: Player Judged Scenes===<br />
* In this, bulleted items like this one are ones that the writer of this guide has added.<br />
<br />
A player judge is given certain powers that allow them to reward players, and it comes with responsibilities. A judge is expected to be a spokesperson for the MUD, and the world of Rusted Promises, and their content should encourage interaction with the story of the world, and story in general. Due to this, it is expected that a judge adhere as closely as they can to the following guidelines when running a player judged event.<br />
<br />
1. The scene to be valid for rewarding should have a purpose, it needs to not conflict with official canon, and it must be considered to have happened. A throwaway scene is not a valid scene for rewarding and should be treated by characters as actually having happened.<br />
<br />
* This means that the scene is canon and needs to have accomplished something in order for the judge to disperse rewards for it to be given. Your scene can be about helping to farm in fields to establish better relations between farmers and Gifted, or it can be about stopping bandit raids on the road. Both valid, good ideas. A scene without purpose is one like a casual chat in the inn. Sure, it can be decent character development, but what does it accomplish? Just chatting about the weather isn't good enough. HOWEVER! If the characters are gathered around an inn table, making plans on how to assassinate Chancellor Littlepot(not a real person, I made that up), and are having to do so without being overheard and blowing their cover? That could work for a rewarded scene. <br />
<br />
2. Rewards should not be handed out like candy. The proper guideline on an active, well run scene, should be a player judge award for every 1.5-2 hours of RP time, no more frequent than this barring exceptional circumstances. That means for your 6 hour scene, 3-4 awards would be the maximum. <br />
<br />
* Fairly self explanatory. If your scene runs 3 hours, don't give more than 2 rewards. Exceptional circumstances for giving more rewards should be discussed with staff prior to giving the additional reward. <br />
<br />
3. A judge should be responsible in the way they pose. Generally, you do not pose what a player is feeling, if its within their control. Pose what they can see, or hear, or what an NPC says, not what the PCs think about said NPC. It is acceptable to overpose players if it is part of your job and you disagree with the players assumption of what happened, or if lets say a player is mind controlled, it's acceptable to pose what they are thinking, but these are exceptions to a rule.<br />
<br />
* Again, fairly easy to understand. Don't force a player's actions through your poses, unless you have cause(mind control or the like). Let the players react as they will. Your job is to facilitate their actions, not dictate them. You provide NPCs for them to talk to, puzzles for them to solve. This is an interactive medium. Let them interact. If you want your story to play out in a certain way, and won't let the players take it in another direction, write a book. Don't run a scene.<br />
<br />
4. When running public scenes, please post any questionable content that may exist in the scene ahead of time. Do not surprise players and then get upset if they don't react in character the way you expect.<br />
<br />
* Fairly self explanatory. Just remember. Their characters are theirs. They will react how they decide to. Not you. <br />
<br />
5. Set limits on how many people you can handle and stick to them. Even the most experienced judge won't be able to control a large audience. Smaller scenes run faster, are easier on you, and more fun for everyone.<br />
<br />
* Don't let yourself get overwhelmed. It can be worrying to say to someone "I'm sorry, but we have four people already, and I don't run scenes for more than that." It sucks to have to turn people away. But it's necessary. If you take more people than you're comfortable with you won't do a good job judging. You'll get frazzled, and in the cases of some people(like me) you could even get snippy. Don't let that happen. If you feel like you're leaving people out, run more scenes! Get those poor left out souls in the mix!<br />
<br />
6. You have the final say when it comes to what is happening in the scene. Do not let players bully you into getting their way, hog scenes, or force you to run a scene in a way you don't like. It is up to players to follow a judge, and they have the authority to determine what actually does happen. If players are unhappy they simply do not have to attend your events in the future.<br />
<br />
* You decide what happens. Not the players. The players can say "I shoot an arrow at X" but if you decide that X is being watched over by an allied air mage who blows the arrow away, stick with that. Don't let the players try to bully you into that not happening, because they will. That said; don't railroad a scene either. Yes, you're the judge. Yes, you decide what happens in a scene. Yes, it's YOUR scene. But if you run a scene where players can't do anything due to their actions always being negated, because you want the scene to go in Y direction... You won't have players attending your scenes for very long. <br />
<br />
=Mechanics of Judging=<br />
<br />
Here we're going to discuss the mechanics of judging a scene. We'll talk about +rolls, +dice, the +pj commands, how to do fights, and so on. We will start with Judge levels.<br />
<br />
==Judge Levels==<br />
<br />
Every judge starts at Judge Level 1, and are made a judge account wide. Used to being a judge was something specific to a character, but now it is tied to the player's account, so all characters on that account share the judge level so long as they are toggled to be a judge. More on that in a bit. This level can be increased when, after you run a scene, players give you a vote, using +pjvote (judge). The more often you run a scene, the faster you get judge levels! However, a player can only vote for a specific judge once a day. An increase in judge levels gives the judge more powers. Such as the ability to change the environment of the room, or create different monsters. It also ties into the strength of their rewards. <br />
<br />
==+PJ==<br />
<br />
The +pj command is the bread and butter of a judge. It's how you hand out rewards! And a few other nifty things! Let's take a look at it!<br />
<br />
+pj #xp - reward players in the room with XP.<br />
+pj #loot - reward players in the room with a smaller amount of XP, and a chance to salvage loot.<br />
+pj #influence - Rewards players with social influence<br />
+pj #token - Rewards players with tokens.<br />
+pj #buff - rewards players in the room with a buff that scales with your judge level.<br />
<br />
These are your reward commands. All rewards are variable, based on the level of the player receiving them(or crafting skills in the case of the #loot command) and the player judge level of the judge. Further, a judge who has a blessing from the staff gives stronger rewards. <br />
<br />
+pj #ooc - Enable/disable OOC chat in your room.<br />
<br />
This command does what it says. Useful if OOC chatter is getting overwhelming, or argumentative. <br />
<br />
+pj #env <nanite|water|heat|cold>=<number> - Set the environment on the temporary room you are in (judge level 6+).<br />
<br />
This changes the environment of the room. Different environments have different effects. An example; water environments have a -20 energybreak(I think), to represent the fact that actions are more difficult in that watery environment. Players with certain aspects may have ways to get around the environmental effects. <br />
<br />
+pj #research - Advances global research due to player activity.<br />
<br />
This is similar to a reward, but does not count as one for purposes of how many can be awarded. If your scene advances one of the research topics you can use this to show that. So if you are running a scene where characters discover some nifty fact about what the Creators ate you could use it to advance the Creator Meals research topic. When you use this command it will ask which topic you wish to advance. Using the RESEARCH command in game will show you topics. <br />
<br />
+pj #bless (name) - Staff only, causes a judge to give out 25% larger rewards and get 25% more from votes.<br />
<br />
Staff only. Does what it says. If one of the staff have used this on you, you should run a scene!<br />
<br />
+pj #boot (name) - Allows judges of level 3+ to send a player to their home location.<br />
<br />
Again, does as it says. You can use this to boot a player out of the scene. If you're handing out rewards, and they went idle after the first two hours, you can use this to give a reward, then boot them, and continue handing out rewards. Also it can be used to send troublesome players out of the scene. Use it sparingly.<br />
<br />
+pj #flaw (person)=(flaw) - Give a person credit for playing up a particular flaw.<br />
<br />
Does as it says. A test showed no noticeable mechanical effect for me, just a way of giving them credit for it. That said, may be an effect I missed.<br />
<br />
+pj #off - Will make the system no longer count this character as a judge.<br />
+pj #on - Will make the system once more count this character as a judge (if your account is set to be one).<br />
<br />
A linked set of commands. This toggle a character to being a judge or not being a judge if your account is flagged as a judge. If your character has being a judge enabled, they can judge scenes, hand out rewards, and do all the fancy things judges do. If they don't, they can't! Simple, huh?<br />
<br />
You are X% of the way to gaining judge level Y.<br />
<br />
How close you are to the next judge level. <br />
<br />
And that's everything the +pj command shows! <br />
<br />
==Rolls and Dice==<br />
<br />
===+Roll===<br />
This are the ways that you will often use to determine if a character succeeds at doing something. If one of the players is trying to use fire magic to set someone on fire you would just ask them to roll fire magic. This is done using the +roll command, or just roll. So you can +roll (proficiency). You can use the +roll command with many things. Proficiencies are the most common. So sneaking would require a roll of stealth, singing a roll of entertain, and so on. Further you can combine items to be rolled. So a roll of stealth+misdirection would roll the combined total of the stealth AND misdirection proficiencies. You can also roll combat skills, powers, and so on. However, in the case of powers, rarely will they be above 1, so it would be the same as just doing roll 1. You can also roll effects. So if you see when checking EFFECTS that you have a defense of 12, you can +roll defense, and it will roll 12 dice. <br />
<br />
You may be asking what I mean by rolling 12 dice. Well, the +roll system in Rusted Promises uses a dice pool. Each point of a thing you are rolling counts as one ten sided die. So 12 points would be 12 ten sided dice. If you roll a ten, you get 10, for each 10 beyond the first you add 1 point to that total. So if you roll 5 10 sided dice and get 5, 6, 10, 10, 10, you would have 12. If you rolled 5, 3, 6, 2, 10, you would just get have 10. If you roll no tens, you just get the highest number you did roll. Further, Without any modifications, the highest any roll can be is 20. If you have 35 points in dark magic, and do +roll dark magic, you will only be rolling 20 dice. You may ask why bother raising a proficiency above 20 then? That is because every point in a proficiency adds 1% to the chance to roll a 10 with that proficiency. So 35 points in dark magic means that each of those 20 dice have a 35% greater chance of coming up ten. Adding two proficiencies does not give you more than 20 dice. So if you have athletic and stealth both at 20 and do +roll stealth+athletics you'll still only be rolling 20 dice. But with a 40% chance now(20% from athletics and 20% from stealth). This means that unmodified the most you can roll is 29(The initial 10+19 other 10s). Such a roll is near impossible, however, due to the probability of rolling twenty tens. There are, however, ways to increase the dice pool beyond this cap of 20 dice. You can do a +roll (proficiency or whatever)+hero(+hero+hero+hero(+hero extra one for hot blooded perk)) Each +hero added on is 5 more dice in the pool. So using all 4 hero points gives 20 more dice.<br />
<br />
In game, HELP ROLLING covers this, as well as the scale for rolls, and modifiers for them. These are the parts on scale and modifiers.<br />
<br />
Scale of Result:<br />
For a basic action that could be failed, but usually isn't(jumping a two foot divide, climbing knotted rope): 5<br />
A basic challenge(Standing 5 ft jump, repairing a dented sword, catching a thrown potion at high speed): 7<br />
Difficult Task(Slicing a coin in half mid air, avoiding a basic arrow trap): 10<br />
Exemplary Task(Spotting a shadow in the dark, Rolling with a golem's punch to avoid harm, leaping off a three story building unharmed): 13<br />
Divine Challenges(Dodge between the pellets of a fired blunderbuss, bribe Good King's guard to take night off, Convince Creator Tech that you are not only a Creator, but its original builder): 17<br />
Impossible Challenges(Convince a charging shadow to give peace a chance, Flying unassisted for an hour, Creating a city clearing tsunami): 22<br />
<br />
Modifiers:<br />
Not every action is taken under average conditions. Trying to pick locks in dim light, acrobatics on slick surfaces, or landing a hit while seriously injured becomes more difficult. The judge at hand is the ultimate arbiter of what modifier applies, but here are some suggestions.<br />
<br />
Mild obstruction(dim light while working delicately): -3, or +1 target.<br />
Moderate obstruction(Trying to scale a wall that is wet, but not greased): -10 or +3 target.<br />
Harsh obstruction(Performing an action while seriously injured): -15 or +5 target.<br />
Heroic obstruction(Trying to convince an attacker with a generational vendetta to sit down and enjoy some tea): -20 or +8 target.<br />
<br />
You may find that that it is rare for one of the players to roll less than 10, if they're rolling something they've put points into. However, do keep in mind that all the players are Gifted, and as such are more skilled than your average being. Further, do consider modifiers as well. They may roll a 17 on climbing that greased rope in the rain. But the rope being greased and it being raining are going to make the target number for it jump up.<br />
<br />
===+dice===<br />
<br />
You may be wondering... What if you don't want to use +roll for something? Maybe you just want a random way of seeing which of your four vict... Ah... Players, the creature hits? That's where +dice comes in. +dice is used for rolling all sorts of dice. The standard is 3d6. That's what you'll roll if you just type +dice. You can roll other types, however. The syntax is +dice (x)d(y)+(z) Where x is the number of dice, y is the sides on each die, and z is any additional number(just numbers, not additional dice. One type of dice at a time). So to roll a single six sided die it would be +dice 1d6. For a 20 sided die with a modifier of five it would be +dice 1d20+5. Simple enough! <br />
<br />
==+Beast==<br />
<br />
This command is how you make the various beasties for fights. <br />
<br />
The correct usage for this command is as follows:<br />
+beast list templates - Lists what templates you can use.<br />
+beast list monsters - Lists what monsters you can use.<br />
+beast <monster name>=<monster rank>=<monster level>=<monster template>=<resulting critter's name> - To summon a creature of the type you want.<br />
<monster name> - Obtained from the list of what you can summon.<br />
<monster rank> - Can be any of the following:<br />
Underling - Decoy! Hits like a minion, 1/10th PC HP<br />
Mook - Extremely easy, hits like a minion, 1/5th PC HP<br />
Minion - 1/3rd the hp of a PC, hits lightly.<br />
Mid Boss - Hits normally, 60% HP<br />
Boss - Hits normally, 100% HP<br />
Hard Boss - Hits a bit harder than normal, 200% HP<br />
Final Boss - Story ender, 500% HP, hits a bit harder<br />
<monster level> - A positive number, the level of the monster you want.<br />
<monster template> - From the list of templates you can apply. You can leave this blank.<br />
<resulting critter's name> - The name of your monster. If left blank will just use the critter's original name.<br />
Note: You can summon a MUCH wider list of critters when you are judge rank 5+<br />
<br />
That is the text block that comes up when you type +beast. Brows the templates and monsters. Then get started! <br />
<br />
Monster name is the name of the monster you are using, not what you want it called. So bone dragon, or black cackle. Not Killer Tomato. <br />
<br />
Rank is underling, mook, minion, mid boss, boss, hard boss, or final boss. The results of the ranks are outlined above. <br />
<br />
Level... There are no limits on this. You can have them fight a level 100 monster. They may hate you for it, but you can. <br />
<br />
Template is choosing from a list of templates available. Some strengthen the monster, some weaken it. To the best of my knowledge(as in I poked and poked at the command but couldn't figure this out) you can only have a single template applied to a beast.<br />
<br />
Critter name. This is where you name them. Be it calling them a Killer Tomato, or Butler Buttersworth! Something to note with names, however! If you choose to apply a template the template name will be ADDED to your name. So Butler Buttersworth with the old one touched template will be called Twisted Butler Buttersworth.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Judging&diff=3394Judging2013-04-18T05:55:02Z<p>Arimia: </p>
<hr />
<div>Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you are one. Then we'll discuss the running of scenes. <br />
<br />
=Player Judges=<br />
==What Are They?==<br />
<br />
A player judge is a character that has requested of the staff that they be made someone who can run official, logged scenes, which will be uploaded to the Wiki(this one over at [[:Category:RPLogs]]). These scenes are considered canon within the gameworld.<br />
<br />
==Great! Make me one!==<br />
<br />
That's easy enough to do! All you have to do is file a request! To do so you would do +request/new and follow the commands that come up. You'd place it under judge, give it a subject, and expand on your request. I would advise doing more than just saying in the description 'Make me a judge!' Give reasons why you'd make a good judge, or some ideas you'd have for judged scenes. The staff will then review these requests, and grant or deny them as circumstances dictate.<br />
<br />
As a note: What staff giveth, staff taketh away. If you prove to not be doing your job as a judge, or are abusing your powers as a judge, the staff can strip you of your judge status.<br />
<br />
==Okay! I'm a Judge! Now What?==<br />
<br />
Now you can do all sorts of fancy judge things! There are a few things you should read in game. Help Directors and Help Player Judged Scenes. Help Directors is fairly self explanatory and goes over what we just discussed, and will discuss in a bit. Help Player Judged Scenes, however, is a set of guidelines for player judges and to avoid any confusion we'll talk about them now.<br />
<br />
===Help: Player Judged Scenes===<br />
* In this, bulleted items like this one are ones that the writer of this guide has added.<br />
<br />
A player judge is given certain powers that allow them to reward players, and it comes with responsibilities. A judge is expected to be a spokesperson for the MUD, and the world of Rusted Promises, and their content should encourage interaction with the story of the world, and story in general. Due to this, it is expected that a judge adhere as closely as they can to the following guidelines when running a player judged event.<br />
<br />
1. The scene to be valid for rewarding should have a purpose, it needs to not conflict with official canon, and it must be considered to have happened. A throwaway scene is not a valid scene for rewarding and should be treated by characters as actually having happened.<br />
<br />
* This means that the scene is canon and needs to have accomplished something in order for the judge to disperse rewards for it to be given. Your scene can be about helping to farm in fields to establish better relations between farmers and Gifted, or it can be about stopping bandit raids on the road. Both valid, good ideas. A scene without purpose is one like a casual chat in the inn. Sure, it can be decent character development, but what does it accomplish? Just chatting about the weather isn't good enough. HOWEVER! If the characters are gathered around an inn table, making plans on how to assassinate Chancellor Littlepot(not a real person, I made that up), and are having to do so without being overheard and blowing their cover? That could work for a rewarded scene. <br />
<br />
2. Rewards should not be handed out like candy. The proper guideline on an active, well run scene, should be a player judge award for every 1.5-2 hours of RP time, no more frequent than this barring exceptional circumstances. That means for your 6 hour scene, 3-4 awards would be the maximum. <br />
<br />
* Fairly self explanatory. If your scene runs 3 hours, don't give more than 2 rewards. Exceptional circumstances for giving more rewards should be discussed with staff prior to giving the additional reward. <br />
<br />
3. A judge should be responsible in the way they pose. Generally, you do not pose what a player is feeling, if its within their control. Pose what they can see, or hear, or what an NPC says, not what the PCs think about said NPC. It is acceptable to overpose players if it is part of your job and you disagree with the players assumption of what happened, or if lets say a player is mind controlled, it's acceptable to pose what they are thinking, but these are exceptions to a rule.<br />
<br />
* Again, fairly easy to understand. Don't force a player's actions through your poses, unless you have cause(mind control or the like). Let the players react as they will. Your job is to facilitate their actions, not dictate them. You provide NPCs for them to talk to, puzzles for them to solve. This is an interactive medium. Let them interact. If you want your story to play out in a certain way, and won't let the players take it in another direction, write a book. Don't run a scene.<br />
<br />
4. When running public scenes, please post any questionable content that may exist in the scene ahead of time. Do not surprise players and then get upset if they don't react in character the way you expect.<br />
<br />
* Fairly self explanatory. Just remember. Their characters are theirs. They will react how they decide to. Not you. <br />
<br />
5. Set limits on how many people you can handle and stick to them. Even the most experienced judge won't be able to control a large audience. Smaller scenes run faster, are easier on you, and more fun for everyone.<br />
<br />
* Don't let yourself get overwhelmed. It can be worrying to say to someone "I'm sorry, but we have four people already, and I don't run scenes for more than that." It sucks to have to turn people away. But it's necessary. If you take more people than you're comfortable with you won't do a good job judging. You'll get frazzled, and in the cases of some people(like me) you could even get snippy. Don't let that happen. If you feel like you're leaving people out, run more scenes! Get those poor left out souls in the mix!<br />
<br />
6. You have the final say when it comes to what is happening in the scene. Do not let players bully you into getting their way, hog scenes, or force you to run a scene in a way you don't like. It is up to players to follow a judge, and they have the authority to determine what actually does happen. If players are unhappy they simply do not have to attend your events in the future.<br />
<br />
* You decide what happens. Not the players. The players can say "I shoot an arrow at X" but if you decide that X is being watched over by an allied air mage who blows the arrow away, stick with that. Don't let the players try to bully you into that not happening, because they will. That said; don't railroad a scene either. Yes, you're the judge. Yes, you decide what happens in a scene. Yes, it's YOUR scene. But if you run a scene where players can't do anything due to their actions always being negated, because you want the scene to go in Y direction... You won't have players attending your scenes for very long. <br />
<br />
=Mechanics of Judging=<br />
<br />
Here we're going to discuss the mechanics of judging a scene. We'll talk about +rolls, +dice, the +pj commands, how to do fights, and so on. We will start with Judge levels.<br />
<br />
==Judge Levels==<br />
<br />
Every judge starts at Judge Level 1, and are made a judge account wide. Used to being a judge was something specific to a character, but now it is tied to the player's account, so all characters on that account share the judge level so long as they are toggled to be a judge. More on that in a bit. This level can be increased when, after you run a scene, players give you a vote, using +pjvote (judge). The more often you run a scene, the faster you get judge levels! However, a player can only vote for a specific judge once a day. An increase in judge levels gives the judge more powers. Such as the ability to change the environment of the room, or create different monsters. It also ties into the strength of their rewards. <br />
<br />
==+PJ==<br />
<br />
The +pj command is the bread and butter of a judge. It's how you hand out rewards! And a few other nifty things! Let's take a look at it!<br />
<br />
+pj #xp - reward players in the room with XP.<br />
+pj #loot - reward players in the room with a smaller amount of XP, and a chance to salvage loot.<br />
+pj #influence - Rewards players with social influence<br />
+pj #token - Rewards players with tokens.<br />
+pj #buff - rewards players in the room with a buff that scales with your judge level.<br />
<br />
These are your reward commands. All rewards are variable, based on the level of the player receiving them(or crafting skills in the case of the #loot command) and the player judge level of the judge. Further, a judge who has a blessing from the staff gives stronger rewards. <br />
<br />
+pj #ooc - Enable/disable OOC chat in your room.<br />
<br />
This command does what it says. Useful if OOC chatter is getting overwhelming, or argumentative. <br />
<br />
+pj #env <nanite|water|heat|cold>=<number> - Set the environment on the temporary room you are in (judge level 6+).<br />
<br />
This changes the environment of the room. Different environments have different effects. An example; water environments have a -20 energybreak(I think), to represent the fact that actions are more difficult in that watery environment. Players with certain aspects may have ways to get around the environmental effects. <br />
<br />
+pj #research - Advances global research due to player activity.<br />
<br />
This is similar to a reward, but does not count as one for purposes of how many can be awarded. If your scene advances one of the research topics you can use this to show that. So if you are running a scene where characters discover some nifty fact about what the Creators ate you could use it to advance the Creator Meals research topic. When you use this command it will ask which topic you wish to advance. Using the RESEARCH command in game will show you topics. <br />
<br />
+pj #bless (name) - Staff only, causes a judge to give out 25% larger rewards and get 25% more from votes.<br />
<br />
Staff only. Does what it says. If one of the staff have used this on you, you should run a scene!<br />
<br />
+pj #boot (name) - Allows judges of level 3+ to send a player to their home location.<br />
<br />
Again, does as it says. You can use this to boot a player out of the scene. If you're handing out rewards, and they went idle after the first two hours, you can use this to give a reward, then boot them, and continue handing out rewards. Also it can be used to send troublesome players out of the scene. Use it sparingly.<br />
<br />
+pj #flaw (person)=(flaw) - Give a person credit for playing up a particular flaw.<br />
<br />
Does as it says. A test showed no noticeable mechanical effect for me, just a way of giving them credit for it. That said, may be an effect I missed.<br />
<br />
+pj #off - Will make the system no longer count this character as a judge.<br />
+pj #on - Will make the system once more count this character as a judge (if your account is set to be one).<br />
<br />
A linked set of commands. This toggle a character to being a judge or not being a judge if your account is flagged as a judge. If your character has being a judge enabled, they can judge scenes, hand out rewards, and do all the fancy things judges do. If they don't, they can't! Simple, huh?<br />
<br />
You are X% of the way to gaining judge level Y.<br />
<br />
How close you are to the next judge level. <br />
<br />
And that's everything the +pj command shows! <br />
<br />
==Rolls and Dice==<br />
<br />
===+Roll===<br />
This are the ways that you will often use to determine if a character succeeds at doing something. If one of the players is trying to use fire magic to set someone on fire you would just ask them to roll fire magic. This is done using the +roll command, or just roll. So you can +roll (proficiency). You can use the +roll command with many things. Proficiencies are the most common. So sneaking would require a roll of stealth, singing a roll of entertain, and so on. Further you can combine items to be rolled. So a roll of stealth+misdirection would roll the combined total of the stealth AND misdirection proficiencies. You can also roll combat skills, powers, and so on. However, in the case of powers, rarely will they be above 1, so it would be the same as just doing roll 1. You can also roll effects. So if you see when checking EFFECTS that you have a defense of 12, you can +roll defense, and it will roll 12 dice. <br />
<br />
You may be asking what I mean by rolling 12 dice. Well, the +roll system in Rusted Promises uses a dice pool. Each point of a thing you are rolling counts as one ten sided die. So 12 points would be 12 ten sided dice. If you roll a ten, you get 10, for each 10 beyond the first you add 1 point to that total. So if you roll 5 10 sided dice and get 5, 6, 10, 10, 10, you would have 12. If you rolled 5, 3, 6, 2, 10, you would just get have 10. If you roll no tens, you just get the highest number you did roll. Further, Without any modifications, the highest any roll can be is 20. If you have 35 points in dark magic, and do +roll dark magic, you will only be rolling 20 dice. You may ask why bother raising a proficiency above 20 then? That is because every point in a proficiency adds 1% to the chance to roll a 10 with that proficiency. So 35 points in dark magic means that each of those 20 dice have a 35% greater chance of coming up ten. Adding two proficiencies does not give you more than 20 dice. So if you have athletic and stealth both at 20 and do +roll stealth+athletics you'll still only be rolling 20 dice. But with a 40% chance now(20% from athletics and 20% from stealth). This means that unmodified the most you can roll is 29(The initial 10+19 other 10s). Such a roll is near impossible, however, due to the probability of rolling twenty tens. There are, however, ways to increase the dice pool beyond this cap of 20 dice. You can do a +roll (proficiency or whatever)+hero(+hero+hero+hero(+hero extra one for hot blooded perk)) Each +hero added on is 5 more dice in the pool. So using all 4 hero points gives 20 more dice.<br />
<br />
In game, HELP ROLLING covers this, as well as the scale for rolls, and modifiers for them. These are the parts on scale and modifiers.<br />
<br />
Scale of Result:<br />
For a basic action that could be failed, but usually isn't(jumping a two foot divide, climbing knotted rope): 5<br />
A basic challenge(Standing 5 ft jump, repairing a dented sword, catching a thrown potion at high speed): 7<br />
Difficult Task(Slicing a coin in half mid air, avoiding a basic arrow trap): 10<br />
Exemplary Task(Spotting a shadow in the dark, Rolling with a golem's punch to avoid harm, leaping off a three story building unharmed): 13<br />
Divine Challenges(Dodge between the pellets of a fired blunderbuss, bribe Good King's guard to take night off, Convince Creator Tech that you are not only a Creator, but its original builder): 17<br />
Impossible Challenges(Convince a charging shadow to give peace a chance, Flying unassisted for an hour, Creating a city clearing tsunami): 22<br />
<br />
Modifiers:<br />
Not every action is taken under average conditions. Trying to pick locks in dim light, acrobatics on slick surfaces, or landing a hit while seriously injured becomes more difficult. The judge at hand is the ultimate arbiter of what modifier applies, but here are some suggestions.<br />
<br />
Mild obstruction(dim light while working delicately): -3, or +1 target.<br />
Moderate obstruction(Trying to scale a wall that is wet, but not greased): -10 or +3 target.<br />
Harsh obstruction(Performing an action while seriously injured): -15 or +5 target.<br />
Heroic obstruction(Trying to convince an attacker with a generational vendetta to sit down and enjoy some tea): -20 or +8 target.<br />
<br />
You may find that that it is rare for one of the players to roll less than 10, if they're rolling something they've put points into. However, do keep in mind that all the players are Gifted, and as such are more skilled than your average being. Further, do consider modifiers as well. They may roll a 17 on climbing that greased rope in the rain. But the rope being greased and it being raining are going to make the target number for it jump up.<br />
<br />
===+dice===<br />
<br />
You may be wondering... What if you don't want to use +roll for something? Maybe you just want a random way of seeing which of your four vict... Ah... Players, the creature hits? That's where +dice comes in. +dice is used for rolling all sorts of dice. The standard is 3d6. That's what you'll roll if you just type +dice. You can roll other types, however. The syntax is +dice (x)d(y)+(z) Where x is the number of dice, y is the sides on each die, and z is any additional number(just numbers, not additional dice. One type of dice at a time). So to roll a single six sided die it would be +dice 1d6. For a 20 sided die with a modifier of five it would be +dice 1d20+5. Simple enough! <br />
<br />
==+Beast==<br />
<br />
This command is how you make the various beasties for fights. <br />
<br />
The correct usage for this command is as follows:<br />
+beast list templates - Lists what templates you can use.<br />
+beast list monsters - Lists what monsters you can use.<br />
+beast <monster name>=<monster rank>=<monster level>=<monster template>=<resulting critter's name> - To summon a creature of the type you want.<br />
<monster name> - Obtained from the list of what you can summon.<br />
<monster rank> - Can be any of the following:<br />
Underling - Decoy! Hits like a minion, 1/10th PC HP<br />
Mook - Extremely easy, hits like a minion, 1/5th PC HP<br />
Minion - 1/3rd the hp of a PC, hits lightly.<br />
Mid Boss - Hits normally, 60% HP<br />
Boss - Hits normally, 100% HP<br />
Hard Boss - Hits a bit harder than normal, 200% HP<br />
Final Boss - Story ender, 500% HP, hits a bit harder<br />
<monster level> - A positive number, the level of the monster you want.<br />
<monster template> - From the list of templates you can apply. You can leave this blank.<br />
<resulting critter's name> - The name of your monster. If left blank will just use the critter's original name.<br />
Note: You can summon a MUCH wider list of critters when you are judge rank 5+<br />
<br />
That is the text block that comes up when you type +beast. Brows the templates and monsters. Then get started! <br />
<br />
Monster name is the name of the monster you are using, not what you want it called. So bone dragon, or black cackle. Not Killer Tomato. <br />
<br />
Rank is underling, mook, minion, mid boss, boss, hard boss, or final boss. The results of the ranks are outlined above. <br />
<br />
Level... There are no limits on this. You can have them fight a level 100 monster. They may hate you for it, but you can. <br />
<br />
Template is choosing from a list of templates available. Some strengthen the monster, some weaken it. To the best of my knowledge(as in I poked and poked at the command but couldn't figure this out) you can only have a single template applied to a beast.<br />
<br />
Critter name. This is where you name them. Be it calling them a Killer Tomato, or Butler Buttersworth! Something to note with names, however! If you choose to apply a template the template name will be ADDED to your name. So Butler Buttersworth with the old one touched template will be called Twisted Butler Buttersworth.<br />
<br />
[Category:Guides]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Judging&diff=3393Judging2013-04-18T05:54:25Z<p>Arimia: Created page with "Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you..."</p>
<hr />
<div>Welcome! This is a guide to becoming a player judge, running scenes, and the commands you'll need. First we will discuss becoming a player judge and the commands used once you are one. Then we'll discuss the running of scenes. <br />
<br />
=Player Judges=<br />
==What Are They?==<br />
<br />
A player judge is a character that has requested of the staff that they be made someone who can run official, logged scenes, which will be uploaded to the Wiki(this one over at [[:Category:RPLogs]]). These scenes are considered canon within the gameworld.<br />
<br />
==Great! Make me one!==<br />
<br />
That's easy enough to do! All you have to do is file a request! To do so you would do +request/new and follow the commands that come up. You'd place it under judge, give it a subject, and expand on your request. I would advise doing more than just saying in the description 'Make me a judge!' Give reasons why you'd make a good judge, or some ideas you'd have for judged scenes. The staff will then review these requests, and grant or deny them as circumstances dictate.<br />
<br />
As a note: What staff giveth, staff taketh away. If you prove to not be doing your job as a judge, or are abusing your powers as a judge, the staff can strip you of your judge status.<br />
<br />
==Okay! I'm a Judge! Now What?==<br />
<br />
Now you can do all sorts of fancy judge things! There are a few things you should read in game. Help Directors and Help Player Judged Scenes. Help Directors is fairly self explanatory and goes over what we just discussed, and will discuss in a bit. Help Player Judged Scenes, however, is a set of guidelines for player judges and to avoid any confusion we'll talk about them now.<br />
<br />
===Help: Player Judged Scenes===<br />
* In this, bulleted items like this one are ones that the writer of this guide has added.<br />
<br />
A player judge is given certain powers that allow them to reward players, and it comes with responsibilities. A judge is expected to be a spokesperson for the MUD, and the world of Rusted Promises, and their content should encourage interaction with the story of the world, and story in general. Due to this, it is expected that a judge adhere as closely as they can to the following guidelines when running a player judged event.<br />
<br />
1. The scene to be valid for rewarding should have a purpose, it needs to not conflict with official canon, and it must be considered to have happened. A throwaway scene is not a valid scene for rewarding and should be treated by characters as actually having happened.<br />
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* This means that the scene is canon and needs to have accomplished something in order for the judge to disperse rewards for it to be given. Your scene can be about helping to farm in fields to establish better relations between farmers and Gifted, or it can be about stopping bandit raids on the road. Both valid, good ideas. A scene without purpose is one like a casual chat in the inn. Sure, it can be decent character development, but what does it accomplish? Just chatting about the weather isn't good enough. HOWEVER! If the characters are gathered around an inn table, making plans on how to assassinate Chancellor Littlepot(not a real person, I made that up), and are having to do so without being overheard and blowing their cover? That could work for a rewarded scene. <br />
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2. Rewards should not be handed out like candy. The proper guideline on an active, well run scene, should be a player judge award for every 1.5-2 hours of RP time, no more frequent than this barring exceptional circumstances. That means for your 6 hour scene, 3-4 awards would be the maximum. <br />
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* Fairly self explanatory. If your scene runs 3 hours, don't give more than 2 rewards. Exceptional circumstances for giving more rewards should be discussed with staff prior to giving the additional reward. <br />
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3. A judge should be responsible in the way they pose. Generally, you do not pose what a player is feeling, if its within their control. Pose what they can see, or hear, or what an NPC says, not what the PCs think about said NPC. It is acceptable to overpose players if it is part of your job and you disagree with the players assumption of what happened, or if lets say a player is mind controlled, it's acceptable to pose what they are thinking, but these are exceptions to a rule.<br />
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* Again, fairly easy to understand. Don't force a player's actions through your poses, unless you have cause(mind control or the like). Let the players react as they will. Your job is to facilitate their actions, not dictate them. You provide NPCs for them to talk to, puzzles for them to solve. This is an interactive medium. Let them interact. If you want your story to play out in a certain way, and won't let the players take it in another direction, write a book. Don't run a scene.<br />
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4. When running public scenes, please post any questionable content that may exist in the scene ahead of time. Do not surprise players and then get upset if they don't react in character the way you expect.<br />
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* Fairly self explanatory. Just remember. Their characters are theirs. They will react how they decide to. Not you. <br />
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5. Set limits on how many people you can handle and stick to them. Even the most experienced judge won't be able to control a large audience. Smaller scenes run faster, are easier on you, and more fun for everyone.<br />
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* Don't let yourself get overwhelmed. It can be worrying to say to someone "I'm sorry, but we have four people already, and I don't run scenes for more than that." It sucks to have to turn people away. But it's necessary. If you take more people than you're comfortable with you won't do a good job judging. You'll get frazzled, and in the cases of some people(like me) you could even get snippy. Don't let that happen. If you feel like you're leaving people out, run more scenes! Get those poor left out souls in the mix!<br />
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6. You have the final say when it comes to what is happening in the scene. Do not let players bully you into getting their way, hog scenes, or force you to run a scene in a way you don't like. It is up to players to follow a judge, and they have the authority to determine what actually does happen. If players are unhappy they simply do not have to attend your events in the future.<br />
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* You decide what happens. Not the players. The players can say "I shoot an arrow at X" but if you decide that X is being watched over by an allied air mage who blows the arrow away, stick with that. Don't let the players try to bully you into that not happening, because they will. That said; don't railroad a scene either. Yes, you're the judge. Yes, you decide what happens in a scene. Yes, it's YOUR scene. But if you run a scene where players can't do anything due to their actions always being negated, because you want the scene to go in Y direction... You won't have players attending your scenes for very long. <br />
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=Mechanics of Judging=<br />
<br />
Here we're going to discuss the mechanics of judging a scene. We'll talk about +rolls, +dice, the +pj commands, how to do fights, and so on. We will start with Judge levels.<br />
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==Judge Levels==<br />
<br />
Every judge starts at Judge Level 1, and are made a judge account wide. Used to being a judge was something specific to a character, but now it is tied to the player's account, so all characters on that account share the judge level so long as they are toggled to be a judge. More on that in a bit. This level can be increased when, after you run a scene, players give you a vote, using +pjvote (judge). The more often you run a scene, the faster you get judge levels! However, a player can only vote for a specific judge once a day. An increase in judge levels gives the judge more powers. Such as the ability to change the environment of the room, or create different monsters. It also ties into the strength of their rewards. <br />
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==+PJ==<br />
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The +pj command is the bread and butter of a judge. It's how you hand out rewards! And a few other nifty things! Let's take a look at it!<br />
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+pj #xp - reward players in the room with XP.<br />
+pj #loot - reward players in the room with a smaller amount of XP, and a chance to salvage loot.<br />
+pj #influence - Rewards players with social influence<br />
+pj #token - Rewards players with tokens.<br />
+pj #buff - rewards players in the room with a buff that scales with your judge level.<br />
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These are your reward commands. All rewards are variable, based on the level of the player receiving them(or crafting skills in the case of the #loot command) and the player judge level of the judge. Further, a judge who has a blessing from the staff gives stronger rewards. <br />
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+pj #ooc - Enable/disable OOC chat in your room.<br />
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This command does what it says. Useful if OOC chatter is getting overwhelming, or argumentative. <br />
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+pj #env <nanite|water|heat|cold>=<number> - Set the environment on the temporary room you are in (judge level 6+).<br />
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This changes the environment of the room. Different environments have different effects. An example; water environments have a -20 energybreak(I think), to represent the fact that actions are more difficult in that watery environment. Players with certain aspects may have ways to get around the environmental effects. <br />
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+pj #research - Advances global research due to player activity.<br />
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This is similar to a reward, but does not count as one for purposes of how many can be awarded. If your scene advances one of the research topics you can use this to show that. So if you are running a scene where characters discover some nifty fact about what the Creators ate you could use it to advance the Creator Meals research topic. When you use this command it will ask which topic you wish to advance. Using the RESEARCH command in game will show you topics. <br />
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+pj #bless (name) - Staff only, causes a judge to give out 25% larger rewards and get 25% more from votes.<br />
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Staff only. Does what it says. If one of the staff have used this on you, you should run a scene!<br />
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+pj #boot (name) - Allows judges of level 3+ to send a player to their home location.<br />
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Again, does as it says. You can use this to boot a player out of the scene. If you're handing out rewards, and they went idle after the first two hours, you can use this to give a reward, then boot them, and continue handing out rewards. Also it can be used to send troublesome players out of the scene. Use it sparingly.<br />
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+pj #flaw (person)=(flaw) - Give a person credit for playing up a particular flaw.<br />
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Does as it says. A test showed no noticeable mechanical effect for me, just a way of giving them credit for it. That said, may be an effect I missed.<br />
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+pj #off - Will make the system no longer count this character as a judge.<br />
+pj #on - Will make the system once more count this character as a judge (if your account is set to be one).<br />
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A linked set of commands. This toggle a character to being a judge or not being a judge if your account is flagged as a judge. If your character has being a judge enabled, they can judge scenes, hand out rewards, and do all the fancy things judges do. If they don't, they can't! Simple, huh?<br />
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You are X% of the way to gaining judge level Y.<br />
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How close you are to the next judge level. <br />
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And that's everything the +pj command shows! <br />
<br />
==Rolls and Dice==<br />
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===+Roll===<br />
This are the ways that you will often use to determine if a character succeeds at doing something. If one of the players is trying to use fire magic to set someone on fire you would just ask them to roll fire magic. This is done using the +roll command, or just roll. So you can +roll (proficiency). You can use the +roll command with many things. Proficiencies are the most common. So sneaking would require a roll of stealth, singing a roll of entertain, and so on. Further you can combine items to be rolled. So a roll of stealth+misdirection would roll the combined total of the stealth AND misdirection proficiencies. You can also roll combat skills, powers, and so on. However, in the case of powers, rarely will they be above 1, so it would be the same as just doing roll 1. You can also roll effects. So if you see when checking EFFECTS that you have a defense of 12, you can +roll defense, and it will roll 12 dice. <br />
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You may be asking what I mean by rolling 12 dice. Well, the +roll system in Rusted Promises uses a dice pool. Each point of a thing you are rolling counts as one ten sided die. So 12 points would be 12 ten sided dice. If you roll a ten, you get 10, for each 10 beyond the first you add 1 point to that total. So if you roll 5 10 sided dice and get 5, 6, 10, 10, 10, you would have 12. If you rolled 5, 3, 6, 2, 10, you would just get have 10. If you roll no tens, you just get the highest number you did roll. Further, Without any modifications, the highest any roll can be is 20. If you have 35 points in dark magic, and do +roll dark magic, you will only be rolling 20 dice. You may ask why bother raising a proficiency above 20 then? That is because every point in a proficiency adds 1% to the chance to roll a 10 with that proficiency. So 35 points in dark magic means that each of those 20 dice have a 35% greater chance of coming up ten. Adding two proficiencies does not give you more than 20 dice. So if you have athletic and stealth both at 20 and do +roll stealth+athletics you'll still only be rolling 20 dice. But with a 40% chance now(20% from athletics and 20% from stealth). This means that unmodified the most you can roll is 29(The initial 10+19 other 10s). Such a roll is near impossible, however, due to the probability of rolling twenty tens. There are, however, ways to increase the dice pool beyond this cap of 20 dice. You can do a +roll (proficiency or whatever)+hero(+hero+hero+hero(+hero extra one for hot blooded perk)) Each +hero added on is 5 more dice in the pool. So using all 4 hero points gives 20 more dice.<br />
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In game, HELP ROLLING covers this, as well as the scale for rolls, and modifiers for them. These are the parts on scale and modifiers.<br />
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Scale of Result:<br />
For a basic action that could be failed, but usually isn't(jumping a two foot divide, climbing knotted rope): 5<br />
A basic challenge(Standing 5 ft jump, repairing a dented sword, catching a thrown potion at high speed): 7<br />
Difficult Task(Slicing a coin in half mid air, avoiding a basic arrow trap): 10<br />
Exemplary Task(Spotting a shadow in the dark, Rolling with a golem's punch to avoid harm, leaping off a three story building unharmed): 13<br />
Divine Challenges(Dodge between the pellets of a fired blunderbuss, bribe Good King's guard to take night off, Convince Creator Tech that you are not only a Creator, but its original builder): 17<br />
Impossible Challenges(Convince a charging shadow to give peace a chance, Flying unassisted for an hour, Creating a city clearing tsunami): 22<br />
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Modifiers:<br />
Not every action is taken under average conditions. Trying to pick locks in dim light, acrobatics on slick surfaces, or landing a hit while seriously injured becomes more difficult. The judge at hand is the ultimate arbiter of what modifier applies, but here are some suggestions.<br />
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Mild obstruction(dim light while working delicately): -3, or +1 target.<br />
Moderate obstruction(Trying to scale a wall that is wet, but not greased): -10 or +3 target.<br />
Harsh obstruction(Performing an action while seriously injured): -15 or +5 target.<br />
Heroic obstruction(Trying to convince an attacker with a generational vendetta to sit down and enjoy some tea): -20 or +8 target.<br />
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You may find that that it is rare for one of the players to roll less than 10, if they're rolling something they've put points into. However, do keep in mind that all the players are Gifted, and as such are more skilled than your average being. Further, do consider modifiers as well. They may roll a 17 on climbing that greased rope in the rain. But the rope being greased and it being raining are going to make the target number for it jump up.<br />
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===+dice===<br />
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You may be wondering... What if you don't want to use +roll for something? Maybe you just want a random way of seeing which of your four vict... Ah... Players, the creature hits? That's where +dice comes in. +dice is used for rolling all sorts of dice. The standard is 3d6. That's what you'll roll if you just type +dice. You can roll other types, however. The syntax is +dice (x)d(y)+(z) Where x is the number of dice, y is the sides on each die, and z is any additional number(just numbers, not additional dice. One type of dice at a time). So to roll a single six sided die it would be +dice 1d6. For a 20 sided die with a modifier of five it would be +dice 1d20+5. Simple enough! <br />
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==+Beast==<br />
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This command is how you make the various beasties for fights. <br />
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The correct usage for this command is as follows:<br />
+beast list templates - Lists what templates you can use.<br />
+beast list monsters - Lists what monsters you can use.<br />
+beast <monster name>=<monster rank>=<monster level>=<monster template>=<resulting critter's name> - To summon a creature of the type you want.<br />
<monster name> - Obtained from the list of what you can summon.<br />
<monster rank> - Can be any of the following:<br />
Underling - Decoy! Hits like a minion, 1/10th PC HP<br />
Mook - Extremely easy, hits like a minion, 1/5th PC HP<br />
Minion - 1/3rd the hp of a PC, hits lightly.<br />
Mid Boss - Hits normally, 60% HP<br />
Boss - Hits normally, 100% HP<br />
Hard Boss - Hits a bit harder than normal, 200% HP<br />
Final Boss - Story ender, 500% HP, hits a bit harder<br />
<monster level> - A positive number, the level of the monster you want.<br />
<monster template> - From the list of templates you can apply. You can leave this blank.<br />
<resulting critter's name> - The name of your monster. If left blank will just use the critter's original name.<br />
Note: You can summon a MUCH wider list of critters when you are judge rank 5+<br />
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That is the text block that comes up when you type +beast. Brows the templates and monsters. Then get started! <br />
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Monster name is the name of the monster you are using, not what you want it called. So bone dragon, or black cackle. Not Killer Tomato. <br />
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Rank is underling, mook, minion, mid boss, boss, hard boss, or final boss. The results of the ranks are outlined above. <br />
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Level... There are no limits on this. You can have them fight a level 100 monster. They may hate you for it, but you can. <br />
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Template is choosing from a list of templates available. Some strengthen the monster, some weaken it. To the best of my knowledge(as in I poked and poked at the command but couldn't figure this out) you can only have a single template applied to a beast.<br />
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Critter name. This is where you name them. Be it calling them a Killer Tomato, or Butler Buttersworth! Something to note with names, however! If you choose to apply a template the template name will be ADDED to your name. So Butler Buttersworth with the old one touched template will be called Twisted Butler Buttersworth.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Creating_A_Character&diff=3158Creating A Character2013-03-28T19:50:14Z<p>Arimia: /* Noble Houses */</p>
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<div>So you need some help making a character. You've come to the right place. This page will cover how to create a character viable for a heavy roleplay setting.<br />
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=First Steps=<br />
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The first steps to creating a solid character is to figure out concepts for one, and what tropes will apply.<br />
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==Character Concept==<br />
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Pretty much the first thing you have to decide is what sort of character you want to play.<br />
Do you want to be a swashbuckling rogue? A mage apprentice? A brooding anti-hero? <br />
There are a number of such concepts. But one should avoid just picking one and saying 'Okay, my character is a mage,' then being done with it. This will cause your character to fall flat.<br />
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So!<br />
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===Motivation===<br />
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So you decided to be a mage! Why? Were you bullied and wanted undeniable power?<br />
You're a rogue? What drives you to steal? Were you an orphan? Was it the only way you could survive? Or did you do it for the thrill?<br />
Or maybe you're a 'rogue' in class only. Sure, you know how to pick locks and disable traps! But you're a locksmith! That's what they do! Or they're just skills picked up from exploring ruins. <br />
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No matter what path a being goes in life there has to be a reasoning behind it. Knowing that reason ahead of time will help keep your character well rounded.<br />
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===Clan and Species===<br />
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Well. We have your character concept and motivation for it. Fantastic! Now. What species are you? This is tied with your character concept to a great extent. You decided your character is a sailor! They come from a family of sailors! Sailing is what they do! So, are they Water Folk Clan? A beaver, or otter, or fish of some manner? Or are they Heavy Folk? A big elephant or rhino that works on the ship doing any heavy lifting, and helping to fight off pirates? You don't need to be thinking that you ''have'' to be a specific race just because it's the one that fits. Not all sailors are a Water Clan species.<br />
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===Past===<br />
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Following this is a decision on what happened before now. You do not need a hugely detailed background, a fifty page novella about every event in their life. But you do need to know their background. Did they have both parents? Only one? None? Was their family wealthy? Poor? Wealthy then lost everything? <br />
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What about that old childhood friend you grew up with? Did you serve in an army? Were you under pressure to follow your families footsteps as far as a career?<br />
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How were you treated growing up as a soulless?<br />
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Just coming up with a basic concept of your characters past will help you decide on their personality, and will save you from contradicting yourself when asked something like 'Where are you from?' by two people at different times.<br />
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===Personality===<br />
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Now for the personality. The big one. What sort of character are you going to play? Answering questions from the last three sections will help you decide this. For example:<br />
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*Decided to be a mage due to natural talent, and seeing the power they wield. Something as runt that was unknown to her.<br />
*Clever Clan Raccoon. Skilled at figuring things out, and smart enough to able to take advantage of situations.<br />
*A beggar growing up in Cliffside. Such a life left her a bit jaded, and with an uncommon compassion for those in a similar situation.<br />
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So. From these answers to questions we know race and what character concept to be going for. Further we know that she's clever, and magically skilled, and knows it. So she's probably a bit arrogant. She's jaded and had a hard life, so she probably resents those who haven't. And so on. The more detailed the answers to your questions, the more full of personality your character will seem.<br />
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===NOTE! Lone wolves NOTE!===<br />
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For those of you wanting to play a lone wolf type character. The mysterious loner who doesn't rely on a group and doesn't need anybodies help... Be aware this is a ''' ''VERY'' ''' challenging type of character to play in a game like this. Or at least a challenging one to roleplay playing. <br />
<br />
See, lone wolves are just that. Alone. So a lot of times if your character is sitting in a corner, alone, quietly brooding, they're going to be ignored. Why? Because they're sitting alone in a corner, being quiet. If you are in a scene and you try to do your lone wolf thing, going off by yourself, it will degrade the quality of the scene unless done carefully and well. And I'm sorry, but most people don't have the capability to do it well.<br />
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Lone wolves make fantastic protagonists for novels and other fiction. But they do not work well in a fiction like this where you are interacting with others, due to the very nature of a lone wolf going counter to the multiplayer interactivity of the fiction.<br />
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==Physical Description==<br />
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So you need to know what your character looks like. But you've looked at a few people in game and seen these huge walls of text! There's no way you can just sit down and do that! Who do they think you are?<br />
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Well. It isn't as hard as it looks. Instead of sitting down and trying to pound it all out at once, we have a few questions you can answer.<br />
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*Height?<br />
*Body build? (athletic, muscular, lithe, anorexic, sickly, etc.)<br />
*Eye color?<br />
*Do you have fur?<br />
*Fur color?<br />
*Do you have ears?<br />
*Ear color<br />
*Any scars?<br />
*Where?<br />
*Any markings, usual or unusual?<br />
*Are you visibly aged? Wrinkled? Do you have a youthful appearance?<br />
*Do you wear skirts?<br />
*Shorts?<br />
*Pants?<br />
*What about a shirt?<br />
*Vest?<br />
*Coat? Cape? Cloak?<br />
*Shoes? Boots?<br />
*What color are all these clothes?<br />
*What condition are they in?<br />
*How well groomed is the being wearing them?<br />
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The list can be much more detailed than that. The point is that instead of trying to write out a block of text you are just answering short, simple questions. Once you've gotten them all answered, then you can move on and start arranging them into descriptive sentences or paragraphs.<br />
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=A Bit More Advanced=<br />
<br />
Well! By this point you should have an idea of what sort of character you're playing, and what they look like. You know they're a swordsman, one who has been obsessed with being one since they were a kid. Or a traveling tinker, going town to town and fixing things. Or whatever struck your fancy!<br />
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But... What now? How do you get involved in some of that sweet, sweet RP?<br />
<br />
==Hooks==<br />
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No. Not the sort you fish with or hang your coat on. These are less tangible. <br />
<br />
You want in on some RP, give people a reason to RP with you. Give them a location to go to. So you're a swordsman! Want to be the best! Well then. It makes sense you would spend a lot of time training, doesn't it? So you find a training ground. That's one location you spend time. Maybe you stand in the marketplace, challenging other swordsmen for your own pride, and to earn some coin by entertaining the masses. That's another location you can be found. You like to relax in the evening in the local tavern or inn, having an ale or two! <br />
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Basically the hooks are places for people to find you, common situations you can be located in, or any aspects of your personality that a person might approach you for. You are playing an amazing swordsman? Don't be surprised when they try to hire you. Or when someone else tries to challenge you.<br />
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===Variation===<br />
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There has to be more to your character than that, though. If a person spends all their time training, then people will get tired of RPing training with them. Don't be surprised if they go 'Who is that over there?' 'Oh. That's just Grognar the Mighty. Training. As usual. It's really quite dull.'<br />
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So when coming up with hooks, come up with more than just one aspect of their personality to try and attract RP with. Yes, they are an amazing swordsman! They practice a lot. They are also a caring member of their family. They spend time with their kids. Or maybe they have a small garden somewhere they tend to. Or they're also working on selling wares. <br />
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Proper levels of variation are key to keeping all your RP from going stale due to it all being the same.<br />
<br />
===Examples===<br />
Here are some example hooks, situational and non, so you have an idea.<br />
<br />
====Non-situational:====<br />
*Your character has a penchant for being kind-hearted, always helping those in need. Others can approach you for help.<br />
*Your character is an important member in society; a guard, councilman, noble, or wealthy merchant, drawing others to them so they can handle things in a more official capacity.<br />
*Your character is searching for something. A missing relative or friend, ancient ruins from an old tale, or the legendary blade of some forgotten king.<br />
*You want to broaden your horizons. Swinging a sword is getting dull. And your arms are so tired... Find those with other souls and learn what you can about the souls from them.<br />
<br />
====Situational hooks:====<br />
*You are looking to join a specific group! Maybe it's an army devision, or a newly formed craft guild! Either way, this makes a good hook for interacting with members of that group.<br />
*You've heard of some ruins in need of delving! Enlist some help for that!<br />
*Your character just underwent a personal crisis. At times like these it may help them to seek the guidance of the Creators. Those with a priest soul make wonderful people to do an RP like this with.<br />
<br />
===Noble Houses===<br />
<br />
Noble houses make for great hooks. You can work for them, or against them. Or even in some cases try to join them! following is a brief list of the houses.<br />
<br />
====Sweetwater====<br />
<br />
'''Longtails:''' A former noble house composed of felines. Now largely involved in the underworld.<br />
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'''Stronghearts:''' A bovine house, largely into farming and other agrarian matters. Though word has it they are looking to expand...<br />
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'''Solacious:''' A family of foxes. Earned their nobility in war, and work for the crown. If you're looking for a warrior house, this is it, full stop.<br />
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'''Ironsoul:''' A new family, composed of one member. Rumored to be forming a division of Gifted.<br />
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'''Blackbacks:''' A family of skunks, but non-exclusive when it comes to species. Creators of soulgems and always looking to expand by accepting the brightest Gifted out there into their fold.<br />
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====Cliffside====<br />
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'''Wirefur:''' Minor noble family of canines. Associated with the scholars and inventors of Cliffside as guards.<br />
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====Shralesta====<br />
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'''Duskcaller:''' A family of bats from the religious city. Not noble in the sense that they possess a title granted to them by a king or ruling body, but possessed of the same position, respect, and importance as the noble houses of other cities.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Contacts&diff=3080Arimia/Contacts2013-03-19T18:47:32Z<p>Arimia: </p>
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<div>[[Kilsa]]: She claims to be a noble, but I ain't seen it yet. She's a good sort. Takes care of orphans. To afraid to get her hands dirty though. You need to learn that you gotta do unpleasant an' terrible things to ensure safety.<br />
<br />
[[Angus]]: A pampered noble. But he's trying. An' all things considered I guess I should try an' be nice.<br />
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[[Zevran]]: A bit overeager to fight. But when it comes down to it I'd prefer he be beside me than opposite me.<br />
<br />
[[Wulf]]: Another fair hand in a fight, but a bit more levelheaded than Zevran when it comes to avoiding them. Cuter too. Even if I feel like she could pick me up an' toss me around like a sack of potatoes.<br />
<br />
[[Kiyasai]]: Cute, though I don't know if she's all that mentally stable. A good healer, though. Worth bein' around.<br />
<br />
[[Selena]]: So I guess... That we're a couple now? An' plannin' on lifebondin'? I don' much care about the lifebondin'. It'll make her happy. I jus' hope I don' mess somethin' down the line to make her hate me. I probably will though.<br />
<br />
[[Bite_PC]]: This Taipan is another mage, an' a good one. Though she giggles an awful lot. Its a little... Annoyin'. I suppose considerin' everythin' else with her it's tolerable.<br />
<br />
[[Mirana]]: Another spoiled noble. This one is under my command, though. And she doesn't seem to know any better. She's learnin' though. She ain't as insufferable as most every other noble out there. I guess I could get used to bein' around her.<br />
<br />
[[Ariella]]: Is nothing worth taking seriously to you? I'm all for lightening up, but maybe this lioness needs to be weighted down a bit.<br />
<br />
[[Saibh]]: This marten comes off as a bit cold at first. Think that's jus' her bein' shy though. We've talked an' I rather like her. Jus' wish she were around more. An' that she could make better decisions when it came to... Ah, well. Life ain't without it's bumps.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3079New Player Primer2013-03-19T18:16:53Z<p>Arimia: /* Clans */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
A slightly more indepth look can be found in [[Theme_and_Setting_Guide|this]] guide for it.<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan. Further, while mostly a roleplay choice clans do give some small benefit mechanically. An example is growing folk get .1 points in the medicine proficiency per level, 1 magnitude regen, but -2 energybreak.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
A full listing of merits in the game can be found [[:Category:Merits|here]].<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities.<br />
<br />
Again, a full listing of merits in the game can be found [[:Category:Merits|here]].<br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<sup>1</sup><br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are.<br />
<br />
<sup>1</sup>As a note this is no longer entirely true. There is now the option of playing a shadow with the [[Shadow_Touched|Shadow Touched]] perk. This functions the same as playing a soulless, but the penalties of being without a soul gem are different. Instead of possibly being taken over by shadow, you will not be permitted to enter Firmament without a pendant. Mechanically there is no difference as of the time of this writing.<br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* [[Fighter]]<br />
* [[Journeyman]]<br />
* [[Mage_Adept|Mage Adept]]<br />
* [[Priest]]<br />
* [[Rogue]]<br />
* [[Scholar]]<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* [[Army_Magician|Army Magician]]<br />
* [[Berserker]]<br />
* [[Cannoneer]]<br />
* [[Dark_Knight|Dark Knight]]<br />
* [[Dark_Magician|Dark Magician]]<br />
* [[EarthShaker]]<br />
* [[Golem_Crafter|Golem Crafter]]<br />
* [[Hearth_Magician|Hearth Magician]]<br />
* [[Monk]]<br />
* [[Treasure_Hunter|Treasure Hunter]]<br />
* [[Windrunner]]<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* [[Champion_of_Light|Champion of Light]]<br />
* [[Ninja]]<br />
* [[Street_Fighter|Street Fighter]]<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* [[Crusader]]<br />
* [[Duelist]]<br />
* [[Lightning_Caller|Lightning Caller]]<br />
* [[Machine_Priest|Machine Priest]]<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* [[Bard]]<br />
<br />
===Social Souls===<br />
* [[Courtier]]<br />
* [[Merchant]]<br />
* [[Noble]]<sup>1</sup><br />
* [[Performer]]<br />
* [[Unseen]]<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
* [[Craft_Apprentice|Craft Apprentice]]<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3078New Player Primer2013-03-19T18:12:34Z<p>Arimia: /* Merits and Perks */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
A slightly more indepth look can be found in [[Theme_and_Setting_Guide|this]] guide for it.<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
A full listing of merits in the game can be found [[:Category:Merits|here]].<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities.<br />
<br />
Again, a full listing of merits in the game can be found [[:Category:Merits|here]].<br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<sup>1</sup><br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are.<br />
<br />
<sup>1</sup>As a note this is no longer entirely true. There is now the option of playing a shadow with the [[Shadow_Touched|Shadow Touched]] perk. This functions the same as playing a soulless, but the penalties of being without a soul gem are different. Instead of possibly being taken over by shadow, you will not be permitted to enter Firmament without a pendant. Mechanically there is no difference as of the time of this writing.<br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* [[Fighter]]<br />
* [[Journeyman]]<br />
* [[Mage_Adept|Mage Adept]]<br />
* [[Priest]]<br />
* [[Rogue]]<br />
* [[Scholar]]<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* [[Army_Magician|Army Magician]]<br />
* [[Berserker]]<br />
* [[Cannoneer]]<br />
* [[Dark_Knight|Dark Knight]]<br />
* [[Dark_Magician|Dark Magician]]<br />
* [[EarthShaker]]<br />
* [[Golem_Crafter|Golem Crafter]]<br />
* [[Hearth_Magician|Hearth Magician]]<br />
* [[Monk]]<br />
* [[Treasure_Hunter|Treasure Hunter]]<br />
* [[Windrunner]]<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* [[Champion_of_Light|Champion of Light]]<br />
* [[Ninja]]<br />
* [[Street_Fighter|Street Fighter]]<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* [[Crusader]]<br />
* [[Duelist]]<br />
* [[Lightning_Caller|Lightning Caller]]<br />
* [[Machine_Priest|Machine Priest]]<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* [[Bard]]<br />
<br />
===Social Souls===<br />
* [[Courtier]]<br />
* [[Merchant]]<br />
* [[Noble]]<sup>1</sup><br />
* [[Performer]]<br />
* [[Unseen]]<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
* [[Craft_Apprentice|Craft Apprentice]]<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3076New Player Primer2013-03-19T18:10:33Z<p>Arimia: /* Theme Points */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
A slightly more indepth look can be found in [[Theme_and_Setting_Guide|this]] guide for it.<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
A full listing of merits in the game can be found [[:Category:Merits|here]].<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<sup>1</sup><br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are.<br />
<br />
<sup>1</sup>As a note this is no longer entirely true. There is now the option of playing a shadow with the [[Shadow_Touched|Shadow Touched]] perk. This functions the same as playing a soulless, but the penalties of being without a soul gem are different. Instead of possibly being taken over by shadow, you will not be permitted to enter Firmament without a pendant. Mechanically there is no difference as of the time of this writing.<br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* [[Fighter]]<br />
* [[Journeyman]]<br />
* [[Mage_Adept|Mage Adept]]<br />
* [[Priest]]<br />
* [[Rogue]]<br />
* [[Scholar]]<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* [[Army_Magician|Army Magician]]<br />
* [[Berserker]]<br />
* [[Cannoneer]]<br />
* [[Dark_Knight|Dark Knight]]<br />
* [[Dark_Magician|Dark Magician]]<br />
* [[EarthShaker]]<br />
* [[Golem_Crafter|Golem Crafter]]<br />
* [[Hearth_Magician|Hearth Magician]]<br />
* [[Monk]]<br />
* [[Treasure_Hunter|Treasure Hunter]]<br />
* [[Windrunner]]<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* [[Champion_of_Light|Champion of Light]]<br />
* [[Ninja]]<br />
* [[Street_Fighter|Street Fighter]]<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* [[Crusader]]<br />
* [[Duelist]]<br />
* [[Lightning_Caller|Lightning Caller]]<br />
* [[Machine_Priest|Machine Priest]]<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* [[Bard]]<br />
<br />
===Social Souls===<br />
* [[Courtier]]<br />
* [[Merchant]]<br />
* [[Noble]]<sup>1</sup><br />
* [[Performer]]<br />
* [[Unseen]]<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
* [[Craft_Apprentice|Craft Apprentice]]<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3075New Player Primer2013-03-19T18:07:08Z<p>Arimia: /* Merits */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
A slightly more indepth look can be found in [[Theme_and_Setting_Guide|this]] guide for it.<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
A full listing of merits in the game can be found [[:Category:Merits|here]].<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* [[Fighter]]<br />
* [[Journeyman]]<br />
* [[Mage_Adept|Mage Adept]]<br />
* [[Priest]]<br />
* [[Rogue]]<br />
* [[Scholar]]<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* [[Army_Magician|Army Magician]]<br />
* [[Berserker]]<br />
* [[Cannoneer]]<br />
* [[Dark_Knight|Dark Knight]]<br />
* [[Dark_Magician|Dark Magician]]<br />
* [[EarthShaker]]<br />
* [[Golem_Crafter|Golem Crafter]]<br />
* [[Hearth_Magician|Hearth Magician]]<br />
* [[Monk]]<br />
* [[Treasure_Hunter|Treasure Hunter]]<br />
* [[Windrunner]]<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* [[Champion_of_Light|Champion of Light]]<br />
* [[Ninja]]<br />
* [[Street_Fighter|Street Fighter]]<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* [[Crusader]]<br />
* [[Duelist]]<br />
* [[Lightning_Caller|Lightning Caller]]<br />
* [[Machine_Priest|Machine Priest]]<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* [[Bard]]<br />
<br />
===Social Souls===<br />
* [[Courtier]]<br />
* [[Merchant]]<br />
* [[Noble]]<sup>1</sup><br />
* [[Performer]]<br />
* [[Unseen]]<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
* [[Craft_Apprentice|Craft Apprentice]]<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3073New Player Primer2013-03-19T17:58:29Z<p>Arimia: /* Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
A slightly more indepth look can be found in [[Theme_and_Setting_Guide|this]] guide for it.<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* [[Fighter]]<br />
* [[Journeyman]]<br />
* [[Mage_Adept|Mage Adept]]<br />
* [[Priest]]<br />
* [[Rogue]]<br />
* [[Scholar]]<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* [[Army_Magician|Army Magician]]<br />
* [[Berserker]]<br />
* [[Cannoneer]]<br />
* [[Dark_Knight|Dark Knight]]<br />
* [[Dark_Magician|Dark Magician]]<br />
* [[EarthShaker]]<br />
* [[Golem_Crafter|Golem Crafter]]<br />
* [[Hearth_Magician|Hearth Magician]]<br />
* [[Monk]]<br />
* [[Treasure_Hunter|Treasure Hunter]]<br />
* [[Windrunner]]<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* [[Champion_of_Light|Champion of Light]]<br />
* [[Ninja]]<br />
* [[Street_Fighter|Street Fighter]]<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* [[Crusader]]<br />
* [[Duelist]]<br />
* [[Lightning_Caller|Lightning Caller]]<br />
* [[Machine_Priest|Machine Priest]]<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* [[Bard]]<br />
<br />
===Social Souls===<br />
* [[Courtier]]<br />
* [[Merchant]]<br />
* [[Noble]]<sup>1</sup><br />
* [[Performer]]<br />
* [[Unseen]]<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
* [[Craft_Apprentice|Craft Apprentice]]<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3072New Player Primer2013-03-19T17:42:53Z<p>Arimia: /* Theme */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
A slightly more indepth look can be found in [[Theme_and_Setting_Guide|this]] guide for it.<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* Fighter<br />
* Journeyman<br />
* Mage Adept<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* Army Magician<br />
* Berserker<br />
* Cannoneer<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Monk<br />
* Treasure Hunter<br />
* Windrunner<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* Champion of Light<br />
* Ninja<br />
* Street Fighter<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* Crusader<br />
* Duelist<br />
* Lightning Caller<br />
* Machine Priest<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* Bard<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3071New Player Primer2013-03-19T17:40:55Z<p>Arimia: /* Crafting Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* Fighter<br />
* Journeyman<br />
* Mage Adept<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* Army Magician<br />
* Berserker<br />
* Cannoneer<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Monk<br />
* Treasure Hunter<br />
* Windrunner<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* Champion of Light<br />
* Ninja<br />
* Street Fighter<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* Crusader<br />
* Duelist<br />
* Lightning Caller<br />
* Machine Priest<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* Bard<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP and influence from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3070New Player Primer2013-03-19T17:40:12Z<p>Arimia: /* Social Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* Fighter<br />
* Journeyman<br />
* Mage Adept<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* Army Magician<br />
* Berserker<br />
* Cannoneer<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Monk<br />
* Treasure Hunter<br />
* Windrunner<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* Champion of Light<br />
* Ninja<br />
* Street Fighter<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* Crusader<br />
* Duelist<br />
* Lightning Caller<br />
* Machine Priest<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* Bard<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp and influence from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=3069New Player Primer2013-03-19T17:38:42Z<p>Arimia: /* Combat Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
====Starter Combat Souls====<br />
<br />
These souls are ones you can afford to buy with the starter crown given to you, or in web connect the ones you select at creation.<br />
<br />
* Fighter<br />
* Journeyman<br />
* Mage Adept<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
<br />
====Other Souls for Purchase====<br />
<br />
These souls are available for purchase for more crown than the standard souls, for lunars, or for reward tokens.<br />
<br />
* Army Magician<br />
* Berserker<br />
* Cannoneer<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Monk<br />
* Treasure Hunter<br />
* Windrunner<br />
<br />
====Mission Reward Souls====<br />
<br />
These souls are rewards for certain level 30 missions.<br />
<br />
* Champion of Light<br />
* Ninja<br />
* Street Fighter<br />
<br />
====Combined Soul/Proficiency Rewards====<br />
<br />
These souls are awarded for either getting two specific souls to thirty, or for getting a particular proficiency to that point.<br />
<br />
* Crusader<br />
* Duelist<br />
* Lightning Caller<br />
* Machine Priest<br />
<br />
====Unavailable Soul====<br />
<br />
This soul is being worked on, but is currently not available.<br />
<br />
* Bard<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2823Theme and Setting Guide2013-02-25T20:47:29Z<p>Arimia: /* Important events */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, or the ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done, and is decades late. A follow-up message speaks of a visit from the Creators, the time of arrival close to the shattering.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from a new group of Creators has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring. The message mentioned a visit from these Creators. There was more, but it involved Creator laws, which are beyond the understanding of the beings of Promise.<br />
* Cowbell. Because Nuku.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2822Theme and Setting Guide2013-02-25T20:37:24Z<p>Arimia: /* Important events */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, or the ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done. A follow-up message speaks of a visit from the Creators, reliant on that ritual being done. Has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring.<br />
* Cowbell. Because Nuku.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2821Theme and Setting Guide2013-02-25T20:15:07Z<p>Arimia: /* General Setting Information */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, or the ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done. A follow-up message speaks of a visit from the Creators, reliant on that ritual being done. Has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2820Theme and Setting Guide2013-02-25T20:14:37Z<p>Arimia: /* General Setting Information */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, or ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done. A follow-up message speaks of a visit from the Creators, reliant on that ritual being done. Has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2819Theme and Setting Guide2013-02-25T20:13:57Z<p>Arimia: /* General Setting Information */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, opposable thumbs, ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done. A follow-up message speaks of a visit from the Creators, reliant on that ritual being done. Has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2818Theme and Setting Guide2013-02-25T20:05:13Z<p>Arimia: /* Important events */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, imposable thumbs, ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
* Kilsa Ironsoul being named a noble and founding the Ironsoul house. Notable for being the first appointed a noble in modern times.<br />
* A message from the Creators stating that the Ritual of Receiving needs to be done. A follow-up message speaks of a visit from the Creators, reliant on that ritual being done. Has the religious world abuzz. And possibly other factions with their own interests in the Creators. And the valuable tech they'd bring.<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2816Theme and Setting Guide2013-02-25T19:19:51Z<p>Arimia: /* Important events */</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, imposable thumbs, ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horrors into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Theme_and_Setting_Guide&diff=2804Theme and Setting Guide2013-02-25T18:42:37Z<p>Arimia: Created page with "The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events. =General Setting Inform..."</p>
<hr />
<div>The following is a guide on general theme and setting. It is susceptible to change, and the writer will try to keep it up to date with in game events.<br />
<br />
=General Setting Information=<br />
<br />
Rusted Promises takes place on a planet called Promise. This planet was colonized by animals of earth who had been uplifted by humans, who these animals call the Creators, making them intelligent. In addition they were given various adaptations to aid in accomplishing things with this greater intelligence. The ability to walk upright, speech, imposable thumbs, ability to breathe on land where applicable. These animals are you, the player! As well as the various NPCs and such. <br />
<br />
The game does not take place right after the colonization of the planet, but rather several hundred years in the future. There are no Creators on the planet with the animals, but there are several ruins left behind by them. All this may have you thinking the game is futuristic, but that is not so. The setting is more colonial or Renaissance. To clarify the following section will discuss tech level.<br />
<br />
==Tech Level==<br />
<br />
The general level of technology in this game is a bit wider spread than one would think. The most advanced actual technology available is colonial level. There are muskets, and blunderbusses and cannons, but not yet cartridges and the like, so no revolvers. Though that is being researched. So one would think that's the tech level. But there are other factors to take into consideration. <br />
<br />
The first is mathemagic. This is a type of magic accomplished through advanced mathematical equations. This allows for more advanced things, that would normally be beyond the ability of the time, to be accomplished by cutting out a few intervening steps. An example of this is indoor plumbing. Normally there needs to be knowledge of how to transport water through a pipe through the use of a pump, creating a vacuum that the water fills, allowing it to travel in methods other than running downhill. However instead of learning about vacuums and how to create them using a pump, then learning to automate the pump to supply water on demand to a faucet or toilet, mathemagic lets one place an equation on a bathtub that causes it to condense water from the air around it. Or that manipulates the water into traveling along the pipe without a pump driving it. The same can be accomplished with fire mathemagic for lighting, or earth mathemagic for excavating large areas of land.<br />
<br />
The second is Creator tech. Those Creator ruins mentioned? They often contain things the Creators left behind. This are far, far more advanced than anything that can be created on Promise. Holographic displays, robots, laser guns. The works. However, just because these are around doesn't mean everyone knows how to use them. They are so far beyond anything able to be created on Promise that making use of them is a tricky proposition. It requires special training, and even then you are not likely to understand WHY they do what they do. Just that pressing button A gets result B.<br />
<br />
=Locations=<br />
<br />
There are three major locations of concern at the moment. Sweetwater, Cliffside, and Shralesta.<br />
<br />
==Sweetwater==<br />
* Wiki Link: [[Firmament|Firmament setting page]]<br />
* A nation ruled by a monarch, referred to as the Good King(Good Queen for a female)<br />
* Main setting for the game, with the only city in the game thus far being it's capital, Firmament<br />
* Named for the Sweetwater river that flows north to south through it<br />
* Has mandatory militia time<br />
* Main home of the Free Swords guild<br />
* Has a Council that speaks for the people, though the King or Queen is still responsible for writing laws and the like<br />
<br />
==Cliffside==<br />
* Wiki link: [[Cliffside|Cliffside setting page]]<br />
* Located on a mesa<br />
* An often rival of Sweetwater. Occasionally goes to war with with Sweetwater<br />
* A nation-state with the city of Cliffside being it's main feature<br />
* Location of many colleges, including one considered to be the final word on mathemagic<br />
* Run by a council of Elders. Often researchers or mathemagicians<br />
* Army is professional. No mandatory time needs to be served.<br />
* Political intrigue abounds, as elders vie for position on the council, and once there, fight(politically) to hold it<br />
<br />
==Shralesta==<br />
* Wiki link: [[Shralesta|Shralesta setting page]]<br />
* A desert city by the seaside. <br />
* Highly religious, and is, for all intents and purposes, a theocracy<br />
* Due to the high amount of creator ruins nearby has advanced mathemagics<br />
* Thus far neutral in regards to the conflict between Sweetwater and Cliffside<br />
<br />
=Clarification on Religion=<br />
<br />
The main religion of the land is worship of the Creators. All Creators are revered, but there are six [[Creator_Saints|Creator Saints]](though only five are actually Creators.) They are as follows:<br />
<br />
==Saint Erick==<br />
<br />
The foremost Creator Saint. He is the one responsible for the discovery of how to uplift creatures. The first uplifted animal was a canine named Benna. He paved the way for all that followed.<br />
<br />
==Saint Patricia==<br />
<br />
This Saint is responsible for adding plants to those creatures uplifted. She gave them intelligence, and mobility, and so many other things. She also wrote the Rite of Meal; No plant is to be hunted for food, and in turn no plant will deny a ripe fruit or vegetable when it can be given without harm. Though with the prevalence of farming this is less practiced than it once was.<br />
<br />
==Saint Leon==<br />
<br />
Saint Leon is responsible for making it so that the uplifted animals could use the divine equations. Mathemagic. Not the one who discovered or created mathemagic, he simply made it accessible to those who had been uplifted.<br />
<br />
==Saint Hiroshi==<br />
<br />
The Saint responsible for sending the uplifted animals to the stars. Not the colonization of Promise, but their use in helping to tame worlds for the Creators. <br />
<br />
==Saint Alan==<br />
<br />
He is the one who enabled the uplifted animals to have a planet of their own. He argued among the other Creators that these animals deserved a choice in if they wished to continue serving the Creators, or develop on their own paths. Those who decided the latter were given Promise, a planet to tame for themselves, rather than the Creators.<br />
<br />
==Saint Theodore==<br />
<br />
This Saint is not a creator, but an uplifted animal. The one responsible for the founding of the [[Clans|clans]]. <br />
<br />
=Important events=<br />
<br />
There are many important events, established in lore and in roleplay on the game. Here are some of the more notable highlights, though not necessarily in a specific order.<br />
<br />
* Arrival on Promise. The start of the timeline. <br />
* The shattering of the moon, where souls were stored. These shards fell to Promise and brought two important things. The first are the [[Soulless|soulless]], now called the [[Are_Soulless_Soulless|gifted]]. These beings are capable of using specially created soulgems which give them greater potential than many other beings. These are what the players are. The second thing the shattering brought are [[Shadow|Shadows]]. Malicious beings.<br />
* Destruction of a Shadow-nest. This is notable in that it helped lower the amount of Shadows attacking the beings of Promise. Also it revealed that there were other factions of Shadows, those who would like to coexist peacefully.<br />
* Kindcraft mines infestation and spread. The Kindcraft mines dug too deep or something similar and bright the Kindcraft Horros into the world of Promise. These are [[Old_One_Cult|Old Ones]] reminiscent of(and possibly direct representations of) Lovecraftian horrors. More commonly known as the Cthulhu mythos. So for all your tentacle-filled, insanity-driven goodness, look no further!<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Noble_Houses&diff=2703Noble Houses2013-02-20T22:10:02Z<p>Arimia: /* Shralesta */</p>
<hr />
<div>=What is a Noble?=<br />
Nobles are, relatively, new things. They are not written about in the First Text, and were generally not part of the plan of things when beings first arrived on Promise. As time progressed, beings in power decided they wanted to reward and hold close those they felt were loyal and useful. As a result, nobility evolved on its own, as those who perform great deeds, or at least earn great positive notice, of those in power are rewarded.<br />
==Heritage==<br />
Once someone is named nobility, their children, male and female, are often considered nobility as well, unless some terrible act causes it to be formally renounced. For some, unambitious, souls, this becomes little more than a mark of honor passed from parent to child. For others, it becomes a noble house.<br><br><br />
Noble houses are nobles that make nobility their business. They live well, and exert their influence over their city/nation. They actively participate in the local politics and mind their public image. They become like guilds, with a focus, leaders, hierarchy and rules to govern themselves. Some noble houses become successful enough to become rulers of their nation, though this is rare. More commonly, they become a potent politic force, for good or ill.<br />
=Sweetwater=<br />
The Good Kings and Queens have named several noble lines for their kingdom. Creators be praised, they've only had to renounce one.<br />
==Longtails==<br />
The Longtails are a defunct noble family of felines, stripped of their nobility when they became too big for their britches and made a move on the Good Queen of the time. A short civil war in 428 SA resulted in their defeat. The leader of the Longtails, Reginald Longtail was executed for his crimes against the throne, and several of his highest ranking subordinates jailed, but many others were very mildly treated.<br />
===Current Situation===<br />
Longtails do not advertise their name, due to the dishonor thrown on it, but they still exist. They continue to have some influence in the underworld, dealing primarily with arms trading and drug smuggling.<br />
<br />
==Strongheart==<br />
The Stronghearts are a family of bovines that are known for stubbornness and tenaciousness...and the agrarian estates. Grains and fruits (as well as their alcoholic byproducts) come from their estates, and they are currently looking to expand to mines and gaining smithies as well.<br />
===Current Situation===<br />
A relatively new House (only third generation), their head, Markgraf Tuor is working to raise the House's prestige, which took a blow when his son and heir, Erbmarkgraf [[Tarvek]], turned out to be soulless! The Erbmarkgraf is working to overcome that taint in the eyes of the Nobility and Society at large.<br />
<br />
==Solacious==<br />
A family of foxes, they earned their nobility in 190 SA on the field of battle. Returning home as heroes, they decided to continue working for the crown, and became a potent noble family in the process.<br />
===Current Situation===<br />
The solacious family is considered the first word when it comes to the military. All members of the house are expected to serve five years, much longer than the average citizen, in the militia. Trained strategists and front line warriors, the Good King holds them in high regard. The fact that younger members of the house turn up drunk around the city frequently is a small price to pay.<br />
==IronSouls==<br />
A family so new it only has one member, [[Kilsa]], who was awarded the title for her discovery and reproduction of a unique soulgem. It remains to see if she will expand her title to a full and proper noble house. The orphanage is the only landmark that has ties to the newly forged house.<br />
<br />
===Current Situation===<br />
Not much is known about the state of the new house but Lady Ironsoul has been seen working at the church and smith as if nothing has changed from her recent shift in nobility. Word has been spread that she is gathering some soulless for something but evidence of this is few and far in between.<br />
<br />
==Blackbacks==<br />
A family of skunks that rose to recent power and fame when they discovered the original soul pendant, a method of tethering a soulgem to a soulless, allowing them to function properly. Rewarded for their efforts with nobility, the Blackbacks went on to help refine soulgems, shaping the field and solidfying the designs of the basic first six (fighter, rogue, mage adept, priest, journeyman, and scholar), as well as the imprinting gems that allowed parents to imprint their souls to create a parent gem over the year of a child's gestation.<br />
===Current Situation===<br />
Avid scholars, most of their influence is in the academy, but it would be unwise to consider them isolated there. Their wares are sold constantly through the Freeswords, which extends their reach to the soulless, and through them, the nation as a whole. No other noble group is as involved in soulless politics as the Blackbacks. The blackbacks are the only noble family known to adopt non blackbacks into their family outside of marriage lifebonding.<br><br><br />
Soulless can join the Blackbacks by swearing life long fealty and becoming servants of the house. This induction is not hereditary, however, and only soulless willing to help advance the field of soulless knowledge, at any cost, are welcomed within the family.<br />
<br />
=Cliffside=<br />
==Wirefur==<br />
The Wirefur clan is a minor noble family located in Cliffside. A clan of Canines founded by Burhand Griffinhound that has been the Cliffside guardians of knowledge as long as anyone can remember. Initally appointed to establish an elite guard unit to ward the Libraries and Colleges of the city, the Wirefur family sided with the sages and educators during the times of trouble. <br />
<br />
===Current situation===<br />
The Wirefur were allowed to keep their noble title once the situation in Cliffside had resolved. The Family has some small roles in the ruling council and still provides both the training and the majority of staff to guard the universities and libraries of the city.<br />
<br />
=Shralesta=<br />
==Duskcaller==<br />
The Duskcaller house isn't a true noble house, but they're the closest you'll find in Shralesta. A family of bats full of renown explorers, this family is responsible for uncovering many of the Creator artifacts and sacred family rituals in the grasp of the desert city. The members of this family are often sent out on journeys to find an artifact as a rite of passage, and the unspoken tradition of trying to outdo those of the previous generation in quality of artifacts brought back has led to some incredible finds. Why the family donates all these artifacts to the city is unknown. Some claim it is simple peity. Others whisper that perhaps they are trying to repent for some horrendous crime whose details are lost to time. <br />
<br />
===Current Situation===<br />
Recently the Duskcallers, while still respected, are starting to lose a bit of their fame, as the areas near Shralesta have been scoured so completely that only the most exceptional of searchers can find something new. This has led to these bats wandering farther, traveling to other lands, to try and find exceptional finds to return to their city. <br />
[[Category:Setting]][[Category:Positions]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Noble_Houses&diff=2702Noble Houses2013-02-20T22:05:06Z<p>Arimia: </p>
<hr />
<div>=What is a Noble?=<br />
Nobles are, relatively, new things. They are not written about in the First Text, and were generally not part of the plan of things when beings first arrived on Promise. As time progressed, beings in power decided they wanted to reward and hold close those they felt were loyal and useful. As a result, nobility evolved on its own, as those who perform great deeds, or at least earn great positive notice, of those in power are rewarded.<br />
==Heritage==<br />
Once someone is named nobility, their children, male and female, are often considered nobility as well, unless some terrible act causes it to be formally renounced. For some, unambitious, souls, this becomes little more than a mark of honor passed from parent to child. For others, it becomes a noble house.<br><br><br />
Noble houses are nobles that make nobility their business. They live well, and exert their influence over their city/nation. They actively participate in the local politics and mind their public image. They become like guilds, with a focus, leaders, hierarchy and rules to govern themselves. Some noble houses become successful enough to become rulers of their nation, though this is rare. More commonly, they become a potent politic force, for good or ill.<br />
=Sweetwater=<br />
The Good Kings and Queens have named several noble lines for their kingdom. Creators be praised, they've only had to renounce one.<br />
==Longtails==<br />
The Longtails are a defunct noble family of felines, stripped of their nobility when they became too big for their britches and made a move on the Good Queen of the time. A short civil war in 428 SA resulted in their defeat. The leader of the Longtails, Reginald Longtail was executed for his crimes against the throne, and several of his highest ranking subordinates jailed, but many others were very mildly treated.<br />
===Current Situation===<br />
Longtails do not advertise their name, due to the dishonor thrown on it, but they still exist. They continue to have some influence in the underworld, dealing primarily with arms trading and drug smuggling.<br />
<br />
==Strongheart==<br />
The Stronghearts are a family of bovines that are known for stubbornness and tenaciousness...and the agrarian estates. Grains and fruits (as well as their alcoholic byproducts) come from their estates, and they are currently looking to expand to mines and gaining smithies as well.<br />
===Current Situation===<br />
A relatively new House (only third generation), their head, Markgraf Tuor is working to raise the House's prestige, which took a blow when his son and heir, Erbmarkgraf [[Tarvek]], turned out to be soulless! The Erbmarkgraf is working to overcome that taint in the eyes of the Nobility and Society at large.<br />
<br />
==Solacious==<br />
A family of foxes, they earned their nobility in 190 SA on the field of battle. Returning home as heroes, they decided to continue working for the crown, and became a potent noble family in the process.<br />
===Current Situation===<br />
The solacious family is considered the first word when it comes to the military. All members of the house are expected to serve five years, much longer than the average citizen, in the militia. Trained strategists and front line warriors, the Good King holds them in high regard. The fact that younger members of the house turn up drunk around the city frequently is a small price to pay.<br />
==IronSouls==<br />
A family so new it only has one member, [[Kilsa]], who was awarded the title for her discovery and reproduction of a unique soulgem. It remains to see if she will expand her title to a full and proper noble house. The orphanage is the only landmark that has ties to the newly forged house.<br />
<br />
===Current Situation===<br />
Not much is known about the state of the new house but Lady Ironsoul has been seen working at the church and smith as if nothing has changed from her recent shift in nobility. Word has been spread that she is gathering some soulless for something but evidence of this is few and far in between.<br />
<br />
==Blackbacks==<br />
A family of skunks that rose to recent power and fame when they discovered the original soul pendant, a method of tethering a soulgem to a soulless, allowing them to function properly. Rewarded for their efforts with nobility, the Blackbacks went on to help refine soulgems, shaping the field and solidfying the designs of the basic first six (fighter, rogue, mage adept, priest, journeyman, and scholar), as well as the imprinting gems that allowed parents to imprint their souls to create a parent gem over the year of a child's gestation.<br />
===Current Situation===<br />
Avid scholars, most of their influence is in the academy, but it would be unwise to consider them isolated there. Their wares are sold constantly through the Freeswords, which extends their reach to the soulless, and through them, the nation as a whole. No other noble group is as involved in soulless politics as the Blackbacks. The blackbacks are the only noble family known to adopt non blackbacks into their family outside of marriage lifebonding.<br><br><br />
Soulless can join the Blackbacks by swearing life long fealty and becoming servants of the house. This induction is not hereditary, however, and only soulless willing to help advance the field of soulless knowledge, at any cost, are welcomed within the family.<br />
<br />
=Cliffside=<br />
==Wirefur==<br />
The Wirefur clan is a minor noble family located in Cliffside. A clan of Canines founded by Burhand Griffinhound that has been the Cliffside guardians of knowledge as long as anyone can remember. Initally appointed to establish an elite guard unit to ward the Libraries and Colleges of the city, the Wirefur family sided with the sages and educators during the times of trouble. <br />
<br />
===Current situation===<br />
The Wirefur were allowed to keep their noble title once the situation in Cliffside had resolved. The Family has some small roles in the ruling council and still provides both the training and the majority of staff to guard the universities and libraries of the city.<br />
<br />
=Shralesta=<br />
==Duskcaller==<br />
The Duskcaller house isn't a true noble house, but they're the closest you'll find in Shralesta. A family of bats full of renown explorers, this family is as responsible for uncovering many of the Creator artifacts and sacred family rituals in the grasp of the desert city. The members of this family are often sent out on journeys to find an artifact as a rite of passage, and the unspoken tradition of trying to outdo those of the previous generation in quality of artifacts brought back has led to some incredible finds. Why the family donates all these artifacts to the city is unknown. Some claim it is simple peity. Others whisper that perhaps they are trying to repent for some horrendous crime whose details are lost to time. <br />
<br />
===Current Situation===<br />
Recently the Duskcallers, while still respected, are starting to lose a bit of their fame, as the areas near Shralesta have been scoured so completely that only the most exceptional of searchers can find something new. This has led to these bats wandering farther, traveling to other lands, to try and find exceptional finds to return to their city. <br />
[[Category:Setting]][[Category:Positions]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=2631New Player Primer2013-02-10T02:45:01Z<p>Arimia: /* Combat Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
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After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
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After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
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===Final Notes===<br />
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For a list of helpful commands check the [[Newbie_Command_List]].<br />
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Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
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==Merits and Perks==<br />
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Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
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Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
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Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
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==Writing a Description and Background==<br />
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To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
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Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
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The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
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Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
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A description is what people will see when they look at you, and is generally much, much longer.<br />
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For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
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Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
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==Theme Points==<br />
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# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
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==Souls==<br />
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Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
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As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
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===Combat Souls===<br />
* Army Magician<br />
* Bard<br />
* Berserker<br />
* Cannoneer<br />
* Champion of Light<br />
* Crusader<br />
* Dark Knight<br />
* Dark Magician<br />
* Duelist<br />
* EarthShaker<br />
* Fighter<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Journeyman<br />
* Lightning Caller<br />
* Machine Priest<br />
* Mage Adept<br />
* Ninja<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
* Street Fighter<br />
* Treasure Hunter<br />
* Windrunner<br />
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These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
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===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
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These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
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<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
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===Crafting Souls===<br />
*Craft Apprentice<br />
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There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
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==Proficiencies==<br />
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So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
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You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
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Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
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==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
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You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
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[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Scientifically_Minded&diff=2558Scientifically Minded2013-02-05T08:50:56Z<p>Arimia: Created page with "{{Merit|name=Scientifically Minded|desc=You adore working together towards larger things. You love reading books, and getting things done in equal measure. Whatever the projec..."</p>
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<div>{{Merit|name=Scientifically Minded|desc=You adore working together towards larger things. You love reading books, and getting things done in equal measure. Whatever the project, it's good to have you on it. You perform global research faster than others.|cost=4}}</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Creator_Loved&diff=2557Creator Loved2013-02-05T08:47:54Z<p>Arimia: Created page with "{{Merit|name=Creator Loved|desc=Your species is one rather fondly regarded by the Creators. A house dog or cat, a gerbil, guinea pig, or other species that was commonly a pet ..."</p>
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<div>{{Merit|name=Creator Loved|desc=Your species is one rather fondly regarded by the Creators. A house dog or cat, a gerbil, guinea pig, or other species that was commonly a pet before the uplifting program gave your family line all the benefits of the common being. When encountering hostile Creator artifacts, you will always be the last targeted for harm. You may at any time choose to depart, and be allowed to do so, and not be harassed or followed by irate Creator machinery. This does not give you access to areas where beings are not permitted to be. Creator artifacts will still ward you away, they will just do it more gently. At first.|cost=2}}</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Army_Trained&diff=2556Army Trained2013-02-05T08:46:44Z<p>Arimia: Created page with "{{Merit|name=Army Trained|desc=While all must serve in the militia, you paid especially sharp attention, and took from it a lifetime of better understanding of martial knowled..."</p>
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<div>{{Merit|name=Army Trained|desc=While all must serve in the militia, you paid especially sharp attention, and took from it a lifetime of better understanding of martial knowledge. Your proficiency maximum is increased by 0.05 per level(max 1.0) for all weapon and army proficiencies.|cost=6}}</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Contacts&diff=2526Arimia/Contacts2013-02-02T22:38:14Z<p>Arimia: </p>
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<div>[[Kilsa]]: She claims to be a noble, but I ain't seen it yet. She's a good sort. Takes care of orphans.<br />
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[[Angus]]: A pampered noble. But he's trying.<br />
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[[Zevran]]: A bit overeager to fight. But when it comes down to it I'd prefer he be beside me than opposite me.<br />
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[[Wulf]]: Another fair hand in a fight, but a bit more levelheaded than Zevran when it comes to avoiding them.<br />
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[[Kiyasai]]: Cute, though I don't know if she's all that mentally stable. A good healer, though. Worth bein' around.<br />
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[[Selena]]: Another cute mage from Cliffside. Good with earth magic. An' I suppose she's my subordinate, so there's that.<br />
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[[Bite_PC]]: This Taipan is another mage, an' a good one. Though she giggles an awful lot. Its a little... Annoyin'.<br />
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[[Mirana]]: Another spoiled noble. This one is under my command, though. And she doesn't seem to know any better.<br />
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[[Ariella]]: Is nothing worth taking seriously to you? I'm all for lightening up, but maybe this lioness needs to be weighted down a bit.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Contacts&diff=2525Arimia/Contacts2013-02-02T22:37:52Z<p>Arimia: </p>
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<div>[[Kilsa]]: She claims to be a noble, but I ain't seen it yet. She's a good sort. Takes care of orphans.<br />
<br />
[[Angus]]: A pampered noble. But he's trying.<br />
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[[Zevran]]: A bit overeager to fight. But when it comes down to it I'd prefer he be beside me than opposite me.<br />
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[[Wulf]]: Another fair hand in a fight, but a bit more levelheaded than Zevran when it comes to avoiding them.<br />
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[[Kiyasai]]: Cute, though I don't know if she's all that mentally stable. A good healer, though. Worth bein' around.<br />
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[[Selena]]: Another cute mage from Cliffside. Good with earth magic. An' I suppose she's my subordinate, so there's that.<br />
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[[Bite(PC)]]: This Taipan is another mage, an' a good one. Though she giggles an awful lot. Its a little... Annoyin'.<br />
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[[Mirana]]: Another spoiled noble. This one is under my command, though. And she doesn't seem to know any better.<br />
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[[Ariella]]: Is nothing worth taking seriously to you? I'm all for lightening up, but maybe this lioness needs to be weighted down a bit.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Contacts&diff=2519Arimia/Contacts2013-02-02T13:10:03Z<p>Arimia: </p>
<hr />
<div>[[Kilsa]]: She claims to be a noble, but I ain't seen it yet. She's a good sort. Takes care of orphans.<br />
<br />
[[Angus]]: A pampered noble. But he's trying.<br />
<br />
[[Zevran]]: A bit overeager to fight. But when it comes down to it I'd prefer he be beside me than opposite me.<br />
<br />
[[Wulf]]: Another fair hand in a fight, but a bit more levelheaded than Zevran when it comes to avoiding them.<br />
<br />
[[Kiyasai]]: Cute, though I don't know if she's all that mentally stable. A good healer, though. Worth bein' around.<br />
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[[Selena]]: Another cute mage from Cliffside. Good with earth magic. An' I suppose she's my subordinate, so there's that.<br />
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[[Bite]]: This Taipan is another mage, an' a good one. Though she giggles an awful lot. Its a little... Annoyin'.<br />
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[[Mirana]]: Another spoiled noble. This one is under my command, though. And she doesn't seem to know any better.<br />
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[[Ariella]]: Is nothing worth taking seriously to you? I'm all for lightening up, but maybe this lioness needs to be weighted down a bit.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=A_Killer_Deal_-_RPLOG&diff=2510A Killer Deal - RPLOG2013-01-31T07:11:33Z<p>Arimia: </p>
<hr />
<div>=Participants=<br />
* [[Angus]]<br />
* [[Arimia]]<br />
* [[Bite_PC]]<br />
* [[Selena]]<br />
=Date=<br />
31/1/476<br />
=Log=<br />
<div></div><br> <br>The Quickpad Estate! A grand manor, rivaling that of some noble houses in elegance and grandeur. Many beings are gathered for the event being hosted, the majority wandering the grounds. Several pavilions have been set up, offering shade and places to procure refreshments, and many servants mill about in the crowd. A larger pavilion is set up to provide shelter for the entertainers currently performing, with seating for those interested in watching. As may be expected Carter Quickpad, a large, fit looking jaguar has a small crowd gathered around him. Guests are welcomed as they enter the gates, and those hired as servants or entertainers directed to their proper posts.<br> <br>Bite giggles as she arrives, stopping to inquire the directions to where she should be, as an entertainer before proceeding to slither her way over there. She stretches and pulls out her throwing knives, checking them before she stows them and waits for a chance to get on stage.<br> <br>Selena enters the grounds, fairly uninterested by the decadent setting. Noting the presence of the familiar taipan, she paces over and greets her with a wave. "Hey again, Bite." She chuckles. "Interesting to see you again so soon."<br> <br>Angus gives the greeter a slight nod as he walks through the gates, feeling a bit over dressed once again. The Kitsunes usual attire had been forsaken for something a little more lavished tonight, gone is the familiar weight of his armor as it had been replaced with a rather fetching red tunic, even his usual assortment of weapons have disappeared as he walks through the grounds feeling a little lost.<br> <br>As the event proceeds the time nears evening. Most of the performers have gone on stage at least once, and several have done multiple performances. Oddly, one servant seems to be wandering the crowd, looking for specific people. He stops, a conversation is held, and the person hurries off toward the manor and the servant moves on. This servant approaches Angus and Selena in turn, then walks over to the performers tent and calls out, "Attention, please! My employer would like to have one of you come and put on a special performance for him and a select few guests. I realize this is quite desirous, so if I could have a brief demonstration from each of you interested, it would be appreciated."<br> <br>Bite giggles and shows off a tiny bit of her talent, rings of fire appearing at odd places around her as she whips out throwing knives, every throw each knive goes through at least one ring. After a while she stops and bows, giggling to the servant. She doesn't even wait for his okay, she has seen what everyone else has to offer and snickers, proceeding to have them take her to where this special performance is to be held.<br> <br>Selena nods to the servant, replying an acceptance before she makes her way to the manor, passing Bite as she does. "Always the star of the show, aren't you?" She chuckles, looking a little nervous about the proposition of having the represent something other than herself.<br> <br>Angus smiles at the servant and gives him a polite nod, he thanks the servant for his message and then makes his way towards the manor. Walking through the doors he notices Bite and Selena, giving them a bow he smiles. "Ladies, it is nice to see you again." Standing back up he falls in line with them, Curious as to what these proceedings where about.<br> <br>The trio is met inside by another servant, a Siamese cat dressed in an attractive, but practical maid outfit. She leads the way to a study, and follows the group in. Once the three are in the room she locks the door. Looking around the study it's fairly spacious. A large desk dominates the room, behind which the jaguar, Carter, is seated. There are four other beings off to one side, talking amongst themselves. A female duck, a male anole, a male cricket, and a toad. The maid guides Bite to an empty section of the room and murmurs, "For now, if you could perform a soothing song for background noise, or do a small dance, that would be best." She then moves over to hand the key to the door to the Quickpad behind the desk, who says in a boisterous voice, "Please, make yourselves comfortable while I finish up a couple things here! There's wine on the table over there, and pleasant conversation to be had!"<br> <br>Bite thinks for a few seconds and nods. She pulls out a lute and begins to play, something that won't draw too much attention but will make itself known at the same time. It's background noise after all.<br> <br>Selena nods, flicking an ear back slightly. "It's a pleasure." She greets, taking a seat at a chair though making no attempt to take any wine from the table. "Good to see you again, Angus." She nods. "May I ask what business you've called me here for?" The wolf asks after giving the Quickpad time to sort his things out, looking a little unsettled by the situation.<br> <br>Angus picks up a glass of the wine, before he grabs a chair. "What a lively party our host has given us." He states, raising his glass to Carter with a smile. "But I am curious as to what business you are wishing to discuss as well actually." Taking a drink of his wine his gaze roams across the room, taking in the other patrons with a quick glance, before his gaze strays back to their gracious host.<br> <br>The jaguar smiles at the questions and motions his guests over. "I am terribly sorry for pulling you away from the festivities, but me and my friends here needed reputable witnesses for what we are about to do. And who better than a representative of House Solacious and an esteemed Freesword and representative of Lady Ironsoul?" He pushes a piece of paper across the desk and says, "Me and my four friends here have decided to join together into a trade conglomerate! As soon as this agreement has your signatures, and then mine, it will be official! I must ask forgiveness for the secrecy but not all those out among my guests would be pleased about this news, and would try to disrupt the signing. So if you would be so kind as to place your signatures here? I will, of course, be open to certain considerations in exchange for witnessing this."<br> <br>Bite giggles softly as she continues, watching the proceedings with a bit of sway. She watches Selena and Angus, making sure they actually look at the document before they do anything.<br> <br>Selena reads over the contracts, looking rather confused by some of the nuances though figuring them out by the time she reaches the signatures. "...I'll sign, but I'm not exactly the head of our operation." The wolf sighs a little resignedly, taking a piece of paper from her bag. "I'm going to write a quick addenda here. Just so it can't be pinned on me or the defenders if someone doesn't like what happens." She explains, writing out a quick note. "Pardon if it seems unnecessary. I just want to be sure, you see."<br> <br>Angus gives the contracts a quick glance, but is soon lost in words. looking back up he smiles. "I'll give you my signature as well, but I am curious as to how this could benefit the Solacious house." Glancing over at Selena he chuckles. "I don't think Kilsa will be that mad if you manage to make a mistake."<br> <br>The jaguar offers no complaints as Selena makes her addendum, and he's positively bouncing in his seat with excitement while waiting for the signatures. A bit of an odd sight from one with his appearance. Once the signatures are applied he takes the contract back and plucks up a quill, placing it to paper and signing his own name. With the final flourish of that quill the study is suddenly plunged into darkness, all the flames in the room and fire mathemagic lanterns suddenly going out.<br> <br>Bite frowns when the lights go out, quickly managing some fire mathmatics to light what she can, which is apparently the candles.<br> <br>Selena perks her ears as the lights wink out, flicking a hand towards the lanterns in an immediate reaction, causing the lanterns to flicker back into brightness. "...Who was that?" She growls cautiously, turning back towards the merchant, glancing around the room and windows - if any - for signs of an interloper.<br> <br>Angus glances about as the room is instantly thrown into darkness. He had no idea what was going on, but it couldn't be good, as Bite and Selena will the lights back up he stands up, before looking around wondering what just happened.<br> <br>As light is cast again an odd scene greets those gathered. The jaguar has a dagger buried in his neck, glassy eyes and blood staining his shirt telling of a lack of life. Draped over his lap is the maid, another dagger in her back, though she seems to still be breathing! There are no windows in the study, and the door remains locked. The other four beings in the room look shocked when they see the dead jaguar, but unharmed.<br> <br>Bite blinks and takes inventory of her throwing knives in secret, making sure she has all of them and this can't be thrown back on her. She then looks to the shocked nobles, watching them for any signs that might tell something.<br> <br>Selena looks back at the maid, quickly checking the damage done to her by the dagger. "...That was too fast." She muses, quickly treating the wounded maid. "Do you have any idea who did this?" She asks, unsure of how else to proceed.<br> <br>Angus is truly shocked when he notices the maid, but then his thoughts turned to who could do this as it seems the killer might still be in the room. Quickly he takes stock of the other nobles, silently wishing he had actually hidden a dagger on his person instead of coming empty handed.<br> <br>The feline maid gives a small shake of her head at the question and mewls, "It hurts." After a moment she seems to recover a bit. "It happened too fast. The lights went out, and then I felt pain in my back and I was being held. I felt warmth, then I was falling." When she is helped off the jaguar, it's obvious that her front is covered in blood. The others gathered still look shocked, though they occasionally murmur to each other. When the feline's front is exposed the toad shouts out, "It's obvious who did it! Look at her! She's covered in his blood!"<br> <br>Bite frowns and shakes her head. "Sssweetie the chances of her stabbing herself in the back, even with the aid of magic, and not dying from this are low, what if no one in here had medical training?" she hisses and tilts her head. She begins swapping out soul gems as she talks.<br> <br>Selena shakes her head. "You'd be covered in blood too if you landed on him." The wolf grumbles, and gestures to the hole where the knife punctured the maid's armor. "And somehow I doubt she could stab herself in the back hard enough for that to happen." She comments, nonplussed. "As Bite said - not going to happen. A convenient scapegoat isn't going to solve anything, and right now we need answers." The wolf states.<br> <br>Angus started switching out his own soul gem as he looked at the body. "No way she could do this, I mean look at the wound." Standing closer he looks at blade in the jaguars neck. "Unless her sleeves are soaked in blood I hardly believe she did this...whoever we are dealing with is skilled with a knife. I can tell you that."<br> <br>The toad glares at Bite when she states, logically, why the maid isn't the culprit. The gathered merchants grumble among themselves, apparently none of them pleased about spending time in the room. At the fox's words the toad glares at Angus and says, "If you're so knowledgeable about knives maybe you're the one who did it!"<br> <br>Bite slithers over towards the others and tilts her head. "Sssweetie if he did it why would he offer us his expertise in pointing out why the maid didn't do it?" she hisses and smirks.<br> <br>Selena looks back at the toad and rolls her eyes. "Let's not throw accusations around." The wolf growls. "I want some answers before anybody gets out of this room - Who would benifit from this good man's death? Since they've waited until the contract was signed, who would benifit? And did anyone resent the contract here?" She asks the gathering.<br> <br>Angus turns towards the Toad as the accusations start to fly. With a sigh he raises his hands, showing that both his sleeves and his tunic are completely dry and had neither a drop of wine, or blood, on them. "Selena does have a point, why would I help if I was the murderer." Turning back to Selena he exstends his hand. "Selena, the dagger if you please."<br> <br>The duck steps forward, placing a hand on the toads arm. "You have to forgive Bertrand," she says, motioning toward the toad as she speaks. "He was possibly Carter's oldest friend. And I suspect he's still in shock and expressing it through his current attitude." She turns to Selena and says, "All of us, and none of us. Carter had the controlling interest as specified by that contract. So if another of us could take that place in the proposed conglomerate we would stand to profit greatly. However this is risky because any of us could nullify the contract due to his death."<br> <br>Bite tilts her head and shakes it. "So sssweeties, which of you would you all want to be in charge?" she says with a smirk, watching them all.<br> <br>Selena nods to the duck and toad somberly, passing the dagger to Angus. She approaches Bite and murmers something across to the serpent, nodding to the crowd. "There's still the possibility the contract could go forward, after all."<br> <br>"Does the contract specify who would take over if anything should happen to Carter?" Giving Selena a nod when she passes him the dagger Angus begins to study it a little, wondering if it might yield any possible clues as to who committed the deed.<br> <br>The cricket steps forward, with one set of arms waving as he speaks and the other folded behind his back. He chirps a little haltingly, "It would have to go back into negotiation. All of us would like to head it up, as there's the most profit in that. The most risk as well. Carter was selected because he has... Had a certain force of personality that none of us have."<br> <br>Selena nods to the cricket. "Thankyou." She smiles. "So, back to my earlier question - Would there be anyone that wouldn't want this contract to go forward?" She asks. "Or someone that would want it delayed?" The wolf asks calmly.<br> <br>Angus glances back at the body. "Clearly someone had enough force to murder him in cold blood." Walking back towards the desk he kneels down and gives the maid a smile. "I'm sorry to bother you again, but can you tell me anything about what happened when the lights went out. Any odd sounds you heard, was it someone with fur that grabbed you or feathers? I know these are some stupid questions, but they just might help."<br> <br>Bite giggles and looks over the group. She picks out the Anole and giggles, moving closer to them. "What do you have to say sssweetie?" she hisses, acting a little fllirty as she asks. She can't contribute anything else that hasn't been said, but she can try another approach.<br> <br>As the anole is addressed he turns to look at the serpent and says, "I am not saying much because I know I am an immediate suspect. Carter and I did not get along." The lizard gives a small smile and says, "Also, The cute fox over there would have better luck with me. No offense dear. I'm sure you are quite attractive to those interested in such." As the anole and Bite have their conversation the Siamese says, "Couldn't tell. It was cloth. They were strong." The cricket says to Selena, "Any of our rivals would try to stop it. Or any of the current trading companies. But of those here? I would have said no, but..." He trails off and turns his eyes to the dead jaguar.<br> <br>Bite pouts at the Anole, but giggles and nods. "Alright sssweetie, just thought i'd try my luck." she hisses and smiles. "So why didnt you get along? And if that's true why would he let you come here to be part of the trade sssweetie?" she tilts her head. <br> <br>Selena perks her ears as the maid's voice trails off, and she looks back down at the cat. "But what?" She asks the cat. "Any information would help. Do you know if any of the people here have any skills in math?" She asks.<br> <br>Angus sighs as his inquiry gets them nowhere. "Either way thank you, I'm suprised your so calm about this actually. Does it hurt?" he asks the Siamese, as he gives the wound a quick glance, even as he continues to question the cat he still trys to follow the conversations around the room, hoping to hear something that would help.<br> <br>the Anole gives a small shake of his head and says, "It is a private matter. Nothing worth killing over. I would rather not share it. And I agreed because despite my dislike of the cat, he had one of the best minds for business I knew. When he asked, I knew there would be profit in it." At the question about skill in math the Siamese speaks up, "Betrand has some skill in water math, but not much. He is a shipwright. Martha, the duck, is a spellcrafter, and as such is skilled with the magics. Rod, the Anole, is good with numbers, but possesses no skill with mathemagic. And Franklin, the cricket, is an artisan. He has some skill with mathemagic, used for sculpting statues or creating fountains." She then turns to Angus and says, "I was just in Quickpad's employ. I am a professional bodyguard as well as maid. This is not the first death I've seen, though this is the first time one I was guarding did without there being a larger battle. So the death does not upset me. This is also not the first time I've been hurt, but it happened so suddenly and unexpectedly that the details of the attack aren't clear in my mind."<br> <br>Bite listens to the Maid and tilts her head. "Well sssweetie, since everyone but this cute gentleman here can perform divine math, it's likely at least one of them was involved. If it wasn't a joint effort. You'd have to be pretty fast to put out the lamps and take care of both of them before we got the lights on sssweetie." she hisses and smiles. <br> <br>Selena nods to the cat. "And what about other talents? Those daggers couldn't have been easy to use so... Decisively out of trained hands." She asks quietly, giving the cat a glass of water from the bottle she kept in her bag. "Nobody could've seen that coming." She comments, keeping an eye on the other tradespeople.<br> <br>Angus glances at Selena. "Not in pure darkness they couldn't." Standing back up he gazes at the others again. "My question is, how did they manage it in such a short time. The dagger wasn't thrown I can tell you that, so we are looking for someone with the speed and the skill for such a strike."<br> <br>The maid gives a small shake of her head. "I don't know how skilled any of them are with weapons. They all have some skill, I know. But I don't know who among them is fast enough, skilled enough, and who isn't." The others look between themselves and shrug. "I am both fast enough and skilled enough," the Anole says, "But could not have put out the lights." The others speak up then, and the only one who doesn't claim the skill in use of daggers is Bertrand, who claims he's always preferred guns. He's fascinated with them, and boasts a bit about his collection of custom made muskets, sounding as if he's trying to forget about the body in the room.<br> <br>Bite shakes her head and sighs. "So it was a joint effort, someone with the skill to put the lights out, and someone with the skill and proximity to him to do him in, in the dark." she hisses and then frowns, slithering to the maid and whispering something to her.<br> <br>Selena nods, pursing her lips and resting back in thought for a moment.<br> <br>Angus frowns as he continues to play the possibilities over in his mind. His grip on the dagger tightened as he looked over the supsects again. <br> <br>The Siamese glares angrily at Bite, swinging a hand in an openhanded slap. "How dare you! I made an official agreement to protect Quickpad and I would never break that contract!" The outburst draws some attention over toward the feline and the serpent.<br> <br>Bite shakes her head. "Sssweetie you're involved no matter how you look at this. You had your chance. No one had anything to gain from stabbing you, no one at all, unless you knew something. Why would they stab you and eliminate a suspect, unless you knew something, you were supposed to die. Only a fool would think that leaving you as such would make you the suspected killer, you couldn't have stabbed yourself. You could have killed him though, and someone could have wanted you gone so that you couldn't point them out, or collect on a deal." she says.<br> <br>Selena nods at the Taipan's words. "I'm sorry, but if we're going to figure out what happened, we need the information." She adds. "I'm not sure what Bite said, but I'd appreciate it if you could not fight until afterwards." The wolf looks back at the merchants and sighs. "Does anyone have any other information they'd like to give us? Any at all?"<br> <br>Angus turns as he hears the maids words and tilts his head. He says nothing but his eyes narrow as he leans against the desk, the dagger easy to see in his hand as he sits. "Any information would be good, even the most trivial things could help. Something you heard, something you smelled or felt." He restated the same comment he made to the maid, feeling like he might as well comment instead of staying silent.<br> <br>the Siamese hisses "I was not involved in killing him! Do you realize what that would do to my career? I wouldn't be able to get hired again! Maybe they wanted me to take the fall. Or maybe I was between them and Quickpad! Or maybe they just wanted someone between them and the blood spray to keep it off of their clothes and avoid suspicion!" Even as she says this the duck steps up to Selena and says, "We seem to have our obvious suspect. Why don't we just hand her into the guard and let them find out. I'm sure they can arrest anyone else involved, if there is anyone else, once they know."<br> <br>The maid looks at Angus and shakes her head, saying, "I don't know! I was too busy being stabbed in the back and manhandled!"<br> <br>Bite shakes her head. "No because someone else in this room is involved at the very least, if not two people sssweetie. Someone had to kill the lights, someone with enough skill in water magics to douse all of the torches and candles in the room at once. If the maid killed carter, someone doused the lights, then who had the time to stab the maid?" she hisses and smirks. "No sssweetie the door remains locked until we figure this out, whoever's involved can simply skip firmament, and never be seen again, start a new life, or use their contacts to smooth this over. If someone leaves now at least one murderer walks free." she hisses. "Turn out your pockets sssweeties." she hisses and smiles, looking over each of the four's outfits.<br> <br>Selena shakes her head. "Unless you can account for who doused the lights and stabbed the cat in the back, no. No we do not." She replies bluntly. "Dousing all the lihgts in a room isn't exactly simple math. Not something a sculptor or shipwright would have to know." She states. "I'd like to get out of this as well, but I'd appreciate it if you didn't jump to a conclusion that makes no sense. I suggest you all go with Bite on this one." The wolf comments, turning out her pockets as a gesture of good faith and displaying the spell foci, her medical supplies resting on her bag.<br> <br>Angus remained silent, as there was nothing more to say on the matter. Instead he emptied his pockets as well, showing that he himself had nothing to hide as all that came out was some lint.<br> <br>None of the beings clothes, besides the maid, have any blood on them, and they all turn out their pockets without any fuss, save the toad. The cricket has a dagger, a fairly ornate one, mostly for show it seems, though if tested the edge is sharp. The other two are unarmed. The toad just sits there, staring ahead a bit blankly, until the duck walks over and murmurs something to him. He gives a slight start and blinks, saying, "W..What? Oh. Of course." He then turns out his pockets, though there is nothing of note in them.<br> <br>Bite empties her own pockets, a flute, a set of boxed throwing knives that barely fit in the box, a couple of divine mathematical scrawlings that look to be for fire magic, and a two piece swim suit fall to the floor. "Well sssweetie, you'd be a poor bodyguard if you didn't come in here with a weapon." she hisses and nods. "Since none of them are bloody in the least, and no one had time to clean their clothes, the only excuse of yours tha makes any sense is they used you to sheild them from the blood, but then in the dark, how would they know if they'd successfully done that? Using you to take the fall still makes no sense sssweetie, because again they'd just be taking you with them. There's one, possibly two murderers in here sssweetie. If they wanted you dead, or to come with them they must have hated you, do you know anyone like that?" she giggles. "That leaves us a highly possible duck as our main douser suspect, and an unknown back-stabber to clean up after you. And sssweetie I don't buy the career bit, if people have died under your watch before why would he hire you to watch him? Your career here wouldn't even end, if you'd gotten away you'd be quite the assassin sssweetheart." she hisses and smiles.<br> <br>Selena looks back to the maid. "Anything to say for yourself? She asks the maid. "You can turn out your pockets, too." She states, voice demanding. "If you're innocent, then what do you have to hide in them?" She asks, readying herself incase the feline makes any sudden moves. "From the looks of it you still have some weapons on you. Care to share?"<br> <br>Angus continued to remain silent as he leaned against the desk. He hadn't moved, but he was poised, ready to intervene in case the feline attacked, as he watched her out of the corner of his eye. <br> <br>The feline rolls her eyes and slips a couple stilettos, not the broader bladed daggers used in the killing, out of her sleeves. Then more out of her boots. And more from the waist band of her uniform. As she pulls the last one out she slams it onto the desk, causing it to stick. "I am not an assassin! And I have the honor to not break a contract! I'm still employed after those couple deaths because, as anyone in the bodyguard business would tell you, you can't win every fight. After each of those I was laid out for at least a month, recovering from injuries gained while trying to fight the ones who killed. This time I was taken by surprise." Three of the four beings are staring at the feline with suspicion, the fourth being the toad who has gone back to staring blankly.<br> <br>Bite giggles and shakes her head. "Sssweetheart you don't hire someone who consistantly loses their quarry, one might be forgivable, but after that? Your skill comes into question. With multiple losses on your record you really expect me to believe someone would trust you with their life?"<br> <br>Bite giggles and shakes her head. "Sssweetheart you don't hire someone who consistantly loses their quarry, one might be forgivable, but after that? Your skill comes into question. With multiple losses on your record you really expect me to believe someone would trust you with their life? I didn't hear any denials on the other topics sssweetheart."<br> <br>Selena sighs quietly and nods to the feline. "Thank you." She replies, checking the stilettos for any marks, then the dagger. "I have a question for you four, actually." the wolf comments. "So you mentioned a clause that the entire agreement could be voided if your figurehead died. Why was it necessary to but that there? Surely any negotiations could be done with the initial contract intact."<br> <br>Angus places the dagger down on the desk alongside the others and stands up. Taking a few steps forward he stands next to Selena and crosses his arms. "Excuses me Bertrand is something wrong, you've been staring off into space for awhile now."<br> <br>The Siamese lets out a soft growling hiss and says, "I'm hired because I have lost three clients out of a hundred. Fifty of which there were actual attempts made on their lives. I am good at what I do. And am not some and not idiot of a musician trying to play guard. I'm done answering your questions. You can bugger off." At Selena's question the duck replies, "It was more for if he wanted to back out. He thought this had fantastic potential, but wanted the option to back out just in case. It stipulates that with any one of the signed parties the contract is null, any profits are to be divided up evenly, and the whole thing called a wash. We could negotiate to change that, but if we don't... Everything is ended." The duck then turns to Angus, looking a little disgusted, "He just lost one of his oldest friends! I would expect he is quite in shock!"<br> <br>Bite giggles and shakes her head. "I"m barely a part time performer, but that's fine. You've yet to dispute anything, and only defended yourself with your 'honor'. If that's really what's important to you, you're doing a poor job of defending it. If you cared so much about your honor you would do more to protect yourself than try and have us give you good faith, you're about to lose it all anyhow." she hisses and smirks. "So that leaves a backstabber and a douser sssweetie." she hisses.<br> <br>Selena nods. "Thank you again. Unless someone has anything more to say, I think we might have to call the guard in for a formal investigation." She sighs. "Of course - that would look bad for your businesses. It'd be regrettable to let it come to that." The wolf comments. "Or, we could turn in the two parties most likely to have committed the crime to the authorities. That would look even worse." Selena shrugs.<br> <br>Angus gives the Duck a glare before shrugging. "I was just wondering if he was ok, no need to get defensive miss." Turning around he walks back to the desk and leans on it.<br> <br>The maid rolls her eyes but says nothing. At the suggestion of turning the investigation over to the guards, the three responsive members agree, standing up and straightening themselves out, getting ready to lave. The duck says to Selena, "We all know what it would do to our business! However, we aren't the only suspects in here, are we? It could easily have been you, or that fox, or the snake! What excludes you from being the ones who coudl have done it?"<br> <br>Bite shakes her head and points to where the maid had directed her before. "I was playing music when the lights went out sssweetie, I couldn't have put them out. I also wouldn't have been able to make my way over here and do them in sssweetie, and still make it back to light the candles." she hisses and looks around the room, trying to take note of anything out of place, or more importantly, if the document in question is still there.<br> <br>"You're right. It could have been us. But what would we stand to gain from it? I have no intention to shame my organization. Angus wouldn't want to shame his house. Until today, I didn't know this man." Selena replies in an even tone. "I appreciate the points you've put forward, but I don't have the right to condemn the innocent - nor do you. My honest opinion is that you're the only one here that could have snuffed the lights - Bite was playing music, I was writing and the others don't have the skill to do so reliably unless they had a focus on them. And I saw no focus." She comments, checking the desk for drawers or other documents or items that might shed any light on the subject. "But I won't say you did it."<br> <br>Angus nods in agreement as Selena defends them. "She is right. What exactly would we gain by commit it? Out of everyone here we three had only learned about the contract when we came into here" Standing back up the Kitsune makes his way over towards the fireplace, wanting to check to see what was burnt recently.<br> <br>The signed contract is still on the desk, though it now has a bit of blood on it, as does most other things on the desk. "So you say. We don't know if you did or didn't have any contact with Carter! We have your word, but that's all anyone in this room has, isn't it?" The duck says. She looks positively aghast at the rest of Selena's words. The desk drawers all open, save for one which is locked, revealing lots of papers. Various business notes and correspondences. Nothing that looks related.<br> <br>Bite giggles and shakes her head, apparently having a bit of recall. "Mk sssweeties, the coat rack's been turned, and the ducks chair isn't where it was." she hisses. and nods. She looks to the duck and hisses "Sssweetie, what did you need to move the whole chair for?"<br> <br>Selena sighs a little as no additional evidence is present in the desk, then back up. "Yes, my word is all I have. So I'm not going to lie either." She sighs. "...Martha, do you have anything to say for yourself?" She asks impassively, looking back over at Angus and asking the fox something quietly enough for the rest of the group not to hear.<br><br>Angus whispers something back to Selena, and then hands her something. Standing back up he turns, and gives Martha a hard look. "Are these yours miss Martha?." Taking a step forward he holds out a pair of elbow length gloves covered in blood. "Wonder why they were in the fire place."<br> <br>The duck straightens her back and says, "I must have pushed it back when standing up after seeing what happened to poor Carter!" She paces back to sit down next to the dazed looking toad and says, "This is ridiculous! I thought we were going to bring in the guard! Let them get to the bottom of this!" When the fox approaches with the gloves she says, "W..What? Those were in my coat! But they're all bloody now... Whoever killed dear Carter must have taken them from my coat!"<br> <br>Selena smiles. "You seem disappointed. I said we'd bring in the guard if you had nothing more to say. And you have given us more to look through." She replies over her shoulder, thanking Angus for the blindfold and scrutinizing the math on it for a brief moment. "That's convenient, Martha. That you'd also have a heat-sensing blindfold." She comments, dangling the 'mask' form a paw.<br> <br>Bite watches the unfolding events.<br> <br>Angus shakes his head with a sigh. "Unless someone else could fit these gloves I think I know who the killer is." Turning back to Selena he offers her the gloves, after that he goes to stand by the desk again. "Honestly why? Thats what I'm still confused about, why go to all the trouble to murder him?"<br> <br>The duck pushes herself up from the couch to speak, looking outraged. But before anything can be said there's a flurry of motion. The toad starts to launch himself toward the duck, screaming, "YOU KILLED HIM!" only to be knocked out of the way by Selena. The duck had reacted when the toad started to move toward her, reaching out almost impossibly fast to grab for him, but with Selena's move ends up reaching for the wolf instead. But the wolf proves too fast yet again, just barely slipping out of reach of the duck. If she had been half a second slower. "That bastard and I have been sleeping together for years, and he was going to drop me! Didn't want to have a conflict of interest by sleeping with a business partner!" The duck then starts to speak some math, preparing some sort of spell.<br> <br>Bite giggles and flashes a grin, working her magics out quickly. She places an explosion just behind the chair the duck leapt out of, which is sent flying towards the duck, a leg shattering off and skewering her gut. <br> <br>Selena seems to stand still for a moment, before slumping over as the real one stands to the side of Bite - The decoy buying her a little time, simply shaking her head at the duck. "You are despicable." The wolf states, and glances apologetically to the Anole, cricket and toad.<br> <br>Angus curses as she begins to prepare a spell. Picking up the dagger on the desk he prepares to send it in her direction in the hopes to distract her. Yes Bite beat him to it as he watches the explosion happen, and is suprised at the decoy Selena as well. ".....Mages, I will never understand how you arcane users work."<br> <br>The duck spits up a little blood as she's stuck by the chair leg, saying, "B-bastard deserved it! You... I could have... Damn you!" She coughs up a bit of blood then seems to pass out. The others all stare down at her, the cricket and anole looking surprised, and the toad just looking furious. That fury seems to fade, however, once her turns and sees Carter's body, and he says, "Can... Can we leave now? Carter... He doesn't have any family, and... I need to make arrangements for him."<br> <br>Bite frowns and nods, tilting her head. "I'm sorry for any stress i've caused any of you." she hisses, slthering the maid and giving her a kiss on her cheek and whispering something to her before moving to the duck and sighing. "She needs treatment now or she'll die." she hisses and frowns more.<br> <br>Selena nods. "All of you are free to go. If one of you could kindly fetch a healer, I'd appreciate it." She sighs, moving over to the duck and beginning to work on the wounds. "I imagine you'll enjoy your stay in prison, or whatever comes after." She says coldly, not bothering to administer any anaesthetics as she sutures shut some of the minor wounds, disinfecting and tending to the rest. "Bite, that was an impressinv shot you made." She comments.<br> <br>Angus sighs and places the dagger back on the desk as the danger seems to have past. Turning around he rummages through Carters pockets until he finds the key, and heads over to the door to unlock it. As soon as the door is opened he gives a bow. "I apologize for how the night has been and I do hope you had alteast a bit of fun before this all happened. I want to to all know that the Solacious house grieves for the lose of Carter and will surely help with the funeral arrangements."<br> <br>Once the door is opened and unlocked those able to do so leave. The maid remains, and the toad returns before too long, with guards, and a healer in tow. The healer goes over to tend the Siamese first, then moves on to the Duck. The maid, after being tended to stands up and walks toward Bite. "My name... If you laugh, I'll stick you, but my name is Katriona. Now, if you'll excuse me, I have to report back that my contract has ended." The feline turns and walks out the door, and before too long the guards usher the others out as well, with hearty congratulations, and promise of a reward for their deliverance of justice to be picked up at the guardhouse later.[[Category:RPLogs]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=A_Killer_Deal_-_RPLOG&diff=2509A Killer Deal - RPLOG2013-01-31T07:10:22Z<p>Arimia: </p>
<hr />
<div>=Participants=<br />
* [[Angus]]<br />
* [[Arimia]]<br />
* [[Bite_PC]]<br />
* [[Selena]]<br />
=Date=<br />
31/1/476<br />
=Log=<br />
<div></div><br> <br>The Quickpad Estate! A grand manor, rivaling that of some noble houses in elegance and grandeur. Many beings are gathered for the event being hosted, the majority wandering the grounds. Several pavilions have been set up, offering shade and places to procure refreshments, and many servants mill about in the crowd. A larger pavilion is set up to provide shelter for the entertainers currently performing, with seating for those interested in watching. As may be expected Carter Quickpad, a large, fit looking jaguar has a small crowd gathered around him. Guests are welcomed as they enter the gates, and those hired as servants or entertainers directed to their proper posts.<br> <br>Bite giggles as she arrives, stopping to inquire the directions to where she should be, as an entertainer before proceeding to slither her way over there. She stretches and pulls out her throwing knives, checking them before she stows them and waits for a chance to get on stage.<br> <br>Selena enters the grounds, fairly uninterested by the decadent setting. Noting the presence of the familiar taipan, she paces over and greets her with a wave. "Hey again, Bite." She chuckles. "Interesting to see you again so soon."<br> <br>Angus gives the greeter a slight nod as he walks through the gates, feeling a bit over dressed once again. The Kitsunes usual attire had been forsaken for something a little more lavished tonight, gone is the familiar weight of his armor as it had been replaced with a rather fetching red tunic, even his usual assortment of weapons have disappeared as he walks through the grounds feeling a little lost.<br> <br>As the event proceeds the time nears evening. Most of the performers have gone on stage at least once, and several have done multiple performances. Oddly, one servant seems to be wandering the crowd, looking for specific people. He stops, a conversation is held, and the person hurries off toward the manor and the servant moves on. This servant approaches Angus and Selena in turn, then walks over to the performers tent and calls out, "Attention, please! My employer would like to have one of you come and put on a special performance for him and a select few guests. I realize this is quite desirous, so if I could have a brief demonstration from each of you interested, it would be appreciated."<br> <br>Bite giggles and shows off a tiny bit of her talent, rings of fire appearing at odd places around her as she whips out throwing knives, every throw each knive goes through at least one ring. After a while she stops and bows, giggling to the servant. She doesn't even wait for his okay, she has seen what everyone else has to offer and snickers, proceeding to have them take her to where this special performance is to be held.<br> <br>Selena nods to the servant, replying an acceptance before she makes her way to the manor, passing Bite as she does. "Always the star of the show, aren't you?" She chuckles, looking a little nervous about the proposition of having the represent something other than herself.<br> <br>Angus smiles at the servant and gives him a polite nod, he thanks the servant for his message and then makes his way towards the manor. Walking through the doors he notices Bite and Selena, giving them a bow he smiles. "Ladies, it is nice to see you again." Standing back up he falls in line with them, Curious as to what these proceedings where about.<br> <br>The trio is met inside by another servant, a Siamese cat dressed in an attractive, but practical maid outfit. She leads the way to a study, and follows the group in. Once the three are in the room she locks the door. Looking around the study it's fairly spacious. A large desk dominates the room, behind which the jaguar, Carter, is seated. There are four other beings off to one side, talking amongst themselves. A female duck, a male anole, a male cricket, and a toad. The maid guides Bite to an empty section of the room and murmurs, "For now, if you could perform a soothing song for background noise, or do a small dance, that would be best." She then moves over to hand the key to the door to the Quickpad behind the desk, who says in a boisterous voice, "Please, make yourselves comfortable while I finish up a couple things here! There's wine on the table over there, and pleasant conversation to be had!"<br> <br>Bite thinks for a few seconds and nods. She pulls out a lute and begins to play, something that won't draw too much attention but will make itself known at the same time. It's background noise after all.<br> <br>Selena nods, flicking an ear back slightly. "It's a pleasure." She greets, taking a seat at a chair though making no attempt to take any wine from the table. "Good to see you again, Angus." She nods. "May I ask what business you've called me here for?" The wolf asks after giving the Quickpad time to sort his things out, looking a little unsettled by the situation.<br> <br>Angus picks up a glass of the wine, before he grabs a chair. "What a lively party our host has given us." He states, raising his glass to Carter with a smile. "But I am curious as to what business you are wishing to discuss as well actually." Taking a drink of his wine his gaze roams across the room, taking in the other patrons with a quick glance, before his gaze strays back to their gracious host.<br> <br>The jaguar smiles at the questions and motions his guests over. "I am terribly sorry for pulling you away from the festivities, but me and my friends here needed reputable witnesses for what we are about to do. And who better than a representative of House Solacious and an esteemed Freesword and representative of Lady Ironsoul?" He pushes a piece of paper across the desk and says, "Me and my four friends here have decided to join together into a trade conglomerate! As soon as this agreement has your signatures, and then mine, it will be official! I must ask forgiveness for the secrecy but not all those out among my guests would be pleased about this news, and would try to disrupt the signing. So if you would be so kind as to place your signatures here? I will, of course, be open to certain considerations in exchange for witnessing this."<br> <br>Bite giggles softly as she continues, watching the proceedings with a bit of sway. She watches Selena and Angus, making sure they actually look at the document before they do anything.<br> <br>Selena reads over the contracts, looking rather confused by some of the nuances though figuring them out by the time she reaches the signatures. "...I'll sign, but I'm not exactly the head of our operation." The wolf sighs a little resignedly, taking a piece of paper from her bag. "I'm going to write a quick addenda here. Just so it can't be pinned on me or the defenders if someone doesn't like what happens." She explains, writing out a quick note. "Pardon if it seems unnecessary. I just want to be sure, you see."<br> <br>Angus gives the contracts a quick glance, but is soon lost in words. looking back up he smiles. "I'll give you my signature as well, but I am curious as to how this could benefit the Solacious house." Glancing over at Selena he chuckles. "I don't think Kilsa will be that mad if you manage to make a mistake."<br> <br>The jaguar offers no complaints as Selena makes her addendum, and he's positively bouncing in his seat with excitement while waiting for the signatures. A bit of an odd sight from one with his appearance. Once the signatures are applied he takes the contract back and plucks up a quill, placing it to paper and signing his own name. With the final flourish of that quill the study is suddenly plunged into darkness, all the flames in the room and fire mathemagic lanterns suddenly going out.<br> <br>Bite frowns when the lights go out, quickly managing some fire mathmatics to light what she can, which is apparently the candles.<br> <br>Selena perks her ears as the lights wink out, flicking a hand towards the lanterns in an immediate reaction, causing the lanterns to flicker back into brightness. "...Who was that?" She growls cautiously, turning back towards the merchant, glancing around the room and windows - if any - for signs of an interloper.<br> <br>Angus glances about as the room is instantly thrown into darkness. He had no idea what was going on, but it couldn't be good, as Bite and Selena will the lights back up he stands up, before looking around wondering what just happened.<br> <br>As light is cast again an odd scene greets those gathered. The jaguar has a dagger buried in his neck, glassy eyes and blood staining his shirt telling of a lack of life. Draped over his lap is the maid, another dagger in her back, though she seems to still be breathing! There are no windows in the study, and the door remains locked. The other four beings in the room look shocked when they see the dead jaguar, but unharmed.<br> <br>Bite blinks and takes inventory of her throwing knives in secret, making sure she has all of them and this can't be thrown back on her. She then looks to the shocked nobles, watching them for any signs that might tell something.<br> <br>Selena looks back at the maid, quickly checking the damage done to her by the dagger. "...That was too fast." She muses, quickly treating the wounded maid. "Do you have any idea who did this?" She asks, unsure of how else to proceed.<br> <br>Angus is truly shocked when he notices the maid, but then his thoughts turned to who could do this as it seems the killer might still be in the room. Quickly he takes stock of the other nobles, silently wishing he had actually hidden a dagger on his person instead of coming empty handed.<br> <br>The feline maid gives a small shake of her head at the question and mewls, "It hurts." After a moment she seems to recover a bit. "It happened too fast. The lights went out, and then I felt pain in my back and I was being held. I felt warmth, then I was falling." When she is helped off the jaguar, it's obvious that her front is covered in blood. The others gathered still look shocked, though they occasionally murmur to each other. When the feline's front is exposed the toad shouts out, "It's obvious who did it! Look at her! She's covered in his blood!"<br> <br>Bite frowns and shakes her head. "Sssweetie the chances of her stabbing herself in the back, even with the aid of magic, and not dying from this are low, what if no one in here had medical training?" she hisses and tilts her head. She begins swapping out soul gems as she talks.<br> <br>Selena shakes her head. "You'd be covered in blood too if you landed on him." The wolf grumbles, and gestures to the hole where the knife punctured the maid's armor. "And somehow I doubt she could stab herself in the back hard enough for that to happen." She comments, nonplussed. "As Bite said - not going to happen. A convenient scapegoat isn't going to solve anything, and right now we need answers." The wolf states.<br> <br>Angus started switching out his own soul gem as he looked at the body. "No way she could do this, I mean look at the wound." Standing closer he looks at blade in the jaguars neck. "Unless her sleeves are soaked in blood I hardly believe she did this...whoever we are dealing with is skilled with a knife. I can tell you that."<br> <br>The toad glares at Bite when she states, logically, why the maid isn't the culprit. The gathered merchants grumble among themselves, apparently none of them pleased about spending time in the room. At the fox's words the toad glares at Angus and says, "If you're so knowledgeable about knives maybe you're the one who did it!"<br> <br>Bite slithers over towards the others and tilts her head. "Sssweetie if he did it why would he offer us his expertise in pointing out why the maid didn't do it?" she hisses and smirks.<br> <br>Selena looks back at the toad and rolls her eyes. "Let's not throw accusations around." The wolf growls. "I want some answers before anybody gets out of this room - Who would benifit from this good man's death? Since they've waited until the contract was signed, who would benifit? And did anyone resent the contract here?" She asks the gathering.<br> <br>Angus turns towards the Toad as the accusations start to fly. With a sigh he raises his hands, showing that both his sleeves and his tunic are completely dry and had neither a drop of wine, or blood, on them. "Selena does have a point, why would I help if I was the murderer." Turning back to Selena he exstends his hand. "Selena, the dagger if you please."<br> <br>The duck steps forward, placing a hand on the toads arm. "You have to forgive Bertrand," she says, motioning toward the toad as she speaks. "He was possibly Carter's oldest friend. And I suspect he's still in shock and expressing it through his current attitude." She turns to Selena and says, "All of us, and none of us. Carter had the controlling interest as specified by that contract. So if another of us could take that place in the proposed conglomerate we would stand to profit greatly. However this is risky because any of us could nullify the contract due to his death."<br> <br>Bite tilts her head and shakes it. "So sssweeties, which of you would you all want to be in charge?" she says with a smirk, watching them all.<br> <br>Selena nods to the duck and toad somberly, passing the dagger to Angus. She approaches Bite and murmers something across to the serpent, nodding to the crowd. "There's still the possibility the contract could go forward, after all."<br> <br>"Does the contract specify who would take over if anything should happen to Carter?" Giving Selena a nod when she passes him the dagger Angus begins to study it a little, wondering if it might yield any possible clues as to who committed the deed.<br> <br>The cricket steps forward, with one set of arms waving as he speaks and the other folded behind his back. He chirps a little haltingly, "It would have to go back into negotiation. All of us would like to head it up, as there's the most profit in that. The most risk as well. Carter was selected because he has... Had a certain force of personality that none of us have."<br> <br>Selena nods to the cricket. "Thankyou." She smiles. "So, back to my earlier question - Would there be anyone that wouldn't want this contract to go forward?" She asks. "Or someone that would want it delayed?" The wolf asks calmly.<br> <br>Angus glances back at the body. "Clearly someone had enough force to murder him in cold blood." Walking back towards the desk he kneels down and gives the maid a smile. "I'm sorry to bother you again, but can you tell me anything about what happened when the lights went out. Any odd sounds you heard, was it someone with fur that grabbed you or feathers? I know these are some stupid questions, but they just might help."<br> <br>Bite giggles and looks over the group. She picks out the Anole and giggles, moving closer to them. "What do you have to say sssweetie?" she hisses, acting a little fllirty as she asks. She can't contribute anything else that hasn't been said, but she can try another approach.<br> <br>As the anole is addressed he turns to look at the serpent and says, "I am not saying much because I know I am an immediate suspect. Carter and I did not get along." The lizard gives a small smile and says, "Also, The cute fox over there would have better luck with me. No offense dear. I'm sure you are quite attractive to those interested in such." As the anole and Bite have their conversation the Siamese says, "Couldn't tell. It was cloth. They were strong." The cricket says to Selena, "Any of our rivals would try to stop it. Or any of the current trading companies. But of those here? I would have said no, but..." He trails off and turns his eyes to the dead jaguar.<br> <br>Bite pouts at the Anole, but giggles and nods. "Alright sssweetie, just thought i'd try my luck." she hisses and smiles. "So why didnt you get along? And if that's true why would he let you come here to be part of the trade sssweetie?" she tilts her head. <br> <br>Selena perks her ears as the maid's voice trails off, and she looks back down at the cat. "But what?" She asks the cat. "Any information would help. Do you know if any of the people here have any skills in math?" She asks.<br> <br>Angus sighs as his inquiry gets them nowhere. "Either way thank you, I'm suprised your so calm about this actually. Does it hurt?" he asks the Siamese, as he gives the wound a quick glance, even as he continues to question the cat he still trys to follow the conversations around the room, hoping to hear something that would help.<br> <br>the Anole gives a small shake of his head and says, "It is a private matter. Nothing worth killing over. I would rather not share it. And I agreed because despite my dislike of the cat, he had one of the best minds for business I knew. When he asked, I knew there would be profit in it." At the question about skill in math the Siamese speaks up, "Betrand has some skill in water math, but not much. He is a shipwright. Martha, the duck, is a spellcrafter, and as such is skilled with the magics. Rod, the Anole, is good with numbers, but possesses no skill with mathemagic. And Franklin, the cricket, is an artisan. He has some skill with mathemagic, used for sculpting statues or creating fountains." She then turns to Angus and says, "I was just in Quickpad's employ. I am a professional bodyguard as well as maid. This is not the first death I've seen, though this is the first time one I was guarding did without there being a larger battle. So the death does not upset me. This is also not the first time I've been hurt, but it happened so suddenly and unexpectedly that the details of the attack aren't clear in my mind."<br> <br>Bite listens to the Maid and tilts her head. "Well sssweetie, since everyone but this cute gentleman here can perform divine math, it's likely at least one of them was involved. If it wasn't a joint effort. You'd have to be pretty fast to put out the lamps and take care of both of them before we got the lights on sssweetie." she hisses and smiles. <br> <br>Selena nods to the cat. "And what about other talents? Those daggers couldn't have been easy to use so... Decisively out of trained hands." She asks quietly, giving the cat a glass of water from the bottle she kept in her bag. "Nobody could've seen that coming." She comments, keeping an eye on the other tradespeople.<br> <br>Angus glances at Selena. "Not in pure darkness they couldn't." Standing back up he gazes at the others again. "My question is, how did they manage it in such a short time. The dagger wasn't thrown I can tell you that, so we are looking for someone with the speed and the skill for such a strike."<br> <br>The maid gives a small shake of her head. "I don't know how skilled any of them are with weapons. They all have some skill, I know. But I don't know who among them is fast enough, skilled enough, and who isn't." The others look between themselves and shrug. "I am both fast enough and skilled enough," the Anole says, "But could not have put out the lights." The others speak up then, and the only one who doesn't claim the skill in use of daggers is Bertrand, who claims he's always preferred guns. He's fascinated with them, and boasts a bit about his collection of custom made muskets, sounding as if he's trying to forget about the body in the room.<br> <br>Bite shakes her head and sighs. "So it was a joint effort, someone with the skill to put the lights out, and someone with the skill and proximity to him to do him in, in the dark." she hisses and then frowns, slithering to the maid and whispering something to her.<br> <br>Selena nods, pursing her lips and resting back in thought for a moment.<br> <br>Angus frowns as he continues to play the possibilities over in his mind. His grip on the dagger tightened as he looked over the supsects again. <br> <br>The Siamese glares angrily at Bite, swinging a hand in an openhanded slap. "How dare you! I made an official agreement to protect Quickpad and I would never break that contract!" The outburst draws some attention over toward the feline and the serpent.<br> <br>Bite shakes her head. "Sssweetie you're involved no matter how you look at this. You had your chance. No one had anything to gain from stabbing you, no one at all, unless you knew something. Why would they stab you and eliminate a suspect, unless you knew something, you were supposed to die. Only a fool would think that leaving you as such would make you the suspected killer, you couldn't have stabbed yourself. You could have killed him though, and someone could have wanted you gone so that you couldn't point them out, or collect on a deal." she says.<br> <br>Selena nods at the Taipan's words. "I'm sorry, but if we're going to figure out what happened, we need the information." She adds. "I'm not sure what Bite said, but I'd appreciate it if you could not fight until afterwards." The wolf looks back at the merchants and sighs. "Does anyone have any other information they'd like to give us? Any at all?"<br> <br>Angus turns as he hears the maids words and tilts his head. He says nothing but his eyes narrow as he leans against the desk, the dagger easy to see in his hand as he sits. "Any information would be good, even the most trivial things could help. Something you heard, something you smelled or felt." He restated the same comment he made to the maid, feeling like he might as well comment instead of staying silent.<br> <br>the Siamese hisses "I was not involved in killing him! Do you realize what that would do to my career? I wouldn't be able to get hired again! Maybe they wanted me to take the fall. Or maybe I was between them and Quickpad! Or maybe they just wanted someone between them and the blood spray to keep it off of their clothes and avoid suspicion!" Even as she says this the duck steps up to Selena and says, "We seem to have our obvious suspect. Why don't we just hand her into the guard and let them find out. I'm sure they can arrest anyone else involved, if there is anyone else, once they know."<br> <br>The maid looks at Angus and shakes her head, saying, "I don't know! I was too busy being stabbed in the back and manhandled!"<br> <br>Bite shakes her head. "No because someone else in this room is involved at the very least, if not two people sssweetie. Someone had to kill the lights, someone with enough skill in water magics to douse all of the torches and candles in the room at once. If the maid killed carter, someone doused the lights, then who had the time to stab the maid?" she hisses and smirks. "No sssweetie the door remains locked until we figure this out, whoever's involved can simply skip firmament, and never be seen again, start a new life, or use their contacts to smooth this over. If someone leaves now at least one murderer walks free." she hisses. "Turn out your pockets sssweeties." she hisses and smiles, looking over each of the four's outfits.<br> <br>Selena shakes her head. "Unless you can account for who doused the lights and stabbed the cat in the back, no. No we do not." She replies bluntly. "Dousing all the lihgts in a room isn't exactly simple math. Not something a sculptor or shipwright would have to know." She states. "I'd like to get out of this as well, but I'd appreciate it if you didn't jump to a conclusion that makes no sense. I suggest you all go with Bite on this one." The wolf comments, turning out her pockets as a gesture of good faith and displaying the spell foci, her medical supplies resting on her bag.<br> <br>Angus remained silent, as there was nothing more to say on the matter. Instead he emptied his pockets as well, showing that he himself had nothing to hide as all that came out was some lint.<br> <br>None of the beings clothes, besides the maid, have any blood on them, and they all turn out their pockets without any fuss, save the toad. The cricket has a dagger, a fairly ornate one, mostly for show it seems, though if tested the edge is sharp. The other two are unarmed. The toad just sits there, staring ahead a bit blankly, until the duck walks over and murmurs something to him. He gives a slight start and blinks, saying, "W..What? Oh. Of course." He then turns out his pockets, though there is nothing of note in them.<br> <br>Bite empties her own pockets, a flute, a set of boxed throwing knives that barely fit in the box, a couple of divine mathematical scrawlings that look to be for fire magic, and a two piece swim suit fall to the floor. "Well sssweetie, you'd be a poor bodyguard if you didn't come in here with a weapon." she hisses and nods. "Since none of them are bloody in the least, and no one had time to clean their clothes, the only excuse of yours tha makes any sense is they used you to sheild them from the blood, but then in the dark, how would they know if they'd successfully done that? Using you to take the fall still makes no sense sssweetie, because again they'd just be taking you with them. There's one, possibly two murderers in here sssweetie. If they wanted you dead, or to come with them they must have hated you, do you know anyone like that?" she giggles. "That leaves us a highly possible duck as our main douser suspect, and an unknown back-stabber to clean up after you. And sssweetie I don't buy the career bit, if people have died under your watch before why would he hire you to watch him? Your career here wouldn't even end, if you'd gotten away you'd be quite the assassin sssweetheart." she hisses and smiles.<br> <br>Selena looks back to the maid. "Anything to say for yourself? She asks the maid. "You can turn out your pockets, too." She states, voice demanding. "If you're innocent, then what do you have to hide in them?" She asks, readying herself incase the feline makes any sudden moves. "From the looks of it you still have some weapons on you. Care to share?"<br> <br>Angus continued to remain silent as he leaned against the desk. He hadn't moved, but he was poised, ready to intervene in case the feline attacked, as he watched her out of the corner of his eye. <br> <br>The feline rolls her eyes and slips a couple stilettos, not the broader bladed daggers used in the killing, out of her sleeves. Then more out of her boots. And more from the waist band of her uniform. As she pulls the last one out she slams it onto the desk, causing it to stick. "I am not an assassin! And I have the honor to not break a contract! I'm still employed after those couple deaths because, as anyone in the bodyguard business would tell you, you can't win every fight. After each of those I was laid out for at least a month, recovering from injuries gained while trying to fight the ones who killed. This time I was taken by surprise." Three of the four beings are staring at the feline with suspicion, the fourth being the toad who has gone back to staring blankly.<br> <br>Bite giggles and shakes her head. "Sssweetheart you don't hire someone who consistantly loses their quarry, one might be forgivable, but after that? Your skill comes into question. With multiple losses on your record you really expect me to believe someone would trust you with their life?"<br> <br>Bite giggles and shakes her head. "Sssweetheart you don't hire someone who consistantly loses their quarry, one might be forgivable, but after that? Your skill comes into question. With multiple losses on your record you really expect me to believe someone would trust you with their life? I didn't hear any denials on the other topics sssweetheart."<br> <br>Selena sighs quietly and nods to the feline. "Thank you." She replies, checking the stilettos for any marks, then the dagger. "I have a question for you four, actually." the wolf comments. "So you mentioned a clause that the entire agreement could be voided if your figurehead died. Why was it necessary to but that there? Surely any negotiations could be done with the initial contract intact."<br> <br>Angus places the dagger down on the desk alongside the others and stands up. Taking a few steps forward he stands next to Selena and crosses his arms. "Excuses me Bertrand is something wrong, you've been staring off into space for awhile now."<br> <br>The Siamese lets out a soft growling hiss and says, "I'm hired because I have lost three clients out of a hundred. Fifty of which there were actual attempts made on their lives. I am good at what I do. And am not some and not idiot of a musician trying to play guard. I'm done answering your questions. You can bugger off." At Selena's question the duck replies, "It was more for if he wanted to back out. He thought this had fantastic potential, but wanted the option to back out just in case. It stipulates that with any one of the signed parties the contract is null, any profits are to be divided up evenly, and the whole thing called a wash. We could negotiate to change that, but if we don't... Everything is ended." The duck then turns to Angus, looking a little disgusted, "He just lost one of his oldest friends! I would expect he is quite in shock!"<br> <br>Bite giggles and shakes her head. "I"m barely a part time performer, but that's fine. You've yet to dispute anything, and only defended yourself with your 'honor'. If that's really what's important to you, you're doing a poor job of defending it. If you cared so much about your honor you would do more to protect yourself than try and have us give you good faith, you're about to lose it all anyhow." she hisses and smirks. "So that leaves a backstabber and a douser sssweetie." she hisses.<br> <br>Selena nods. "Thank you again. Unless someone has anything more to say, I think we might have to call the guard in for a formal investigation." She sighs. "Of course - that would look bad for your businesses. It'd be regrettable to let it come to that." The wolf comments. "Or, we could turn in the two parties most likely to have committed the crime to the authorities. That would look even worse." Selena shrugs.<br> <br>Angus gives the Duck a glare before shrugging. "I was just wondering if he was ok, no need to get defensive miss." Turning around he walks back to the desk and leans on it.<br> <br>The maid rolls her eyes but says nothing. At the suggestion of turning the investigation over to the guards, the three responsive members agree, standing up and straightening themselves out, getting ready to lave. The duck says to Selena, "We all know what it would do to our business! However, we aren't the only suspects in here, are we? It could easily have been you, or that fox, or the snake! What excludes you from being the ones who coudl have done it?"<br> <br>Bite shakes her head and points to where the maid had directed her before. "I was playing music when the lights went out sssweetie, I couldn't have put them out. I also wouldn't have been able to make my way over here and do them in sssweetie, and still make it back to light the candles." she hisses and looks around the room, trying to take note of anything out of place, or more importantly, if the document in question is still there.<br> <br>"You're right. It could have been us. But what would we stand to gain from it? I have no intention to shame my organization. Angus wouldn't want to shame his house. Until today, I didn't know this man." Selena replies in an even tone. "I appreciate the points you've put forward, but I don't have the right to condemn the innocent - nor do you. My honest opinion is that you're the only one here that could have snuffed the lights - Bite was playing music, I was writing and the others don't have the skill to do so reliably unless they had a focus on them. And I saw no focus." She comments, checking the desk for drawers or other documents or items that might shed any light on the subject. "But I won't say you did it."<br> <br>Angus nods in agreement as Selena defends them. "She is right. What exactly would we gain by commit it? Out of everyone here we three had only learned about the contract when we came into here" Standing back up the Kitsune makes his way over towards the fireplace, wanting to check to see what was burnt recently.<br> <br>The signed contract is still on the desk, though it now has a bit of blood on it, as does most other things on the desk. "So you say. We don't know if you did or didn't have any contact with Carter! We have your word, but that's all anyone in this room has, isn't it?" The duck says. She looks positively aghast at the rest of Selena's words. The desk drawers all open, save for one which is locked, revealing lots of papers. Various business notes and correspondences. Nothing that looks related.<br> <br>Bite giggles and shakes her head, apparently having a bit of recall. "Mk sssweeties, the coat rack's been turned, and the ducks chair isn't where it was." she hisses. and nods. She looks to the duck and hisses "Sssweetie, what did you need to move the whole chair for?"<br> <br>Selena sighs a little as no additional evidence is present in the desk, then back up. "Yes, my word is all I have. So I'm not going to lie either." She sighs. "...Martha, do you have anything to say for yourself?" She asks impassively, looking back over at Angus and asking the fox something quietly enough for the rest of the group not to hear.<br> <br>The duck straightens her back and says, "I must have pushed it back when standing up after seeing what happened to poor Carter!" She paces back to sit down next to the dazed looking toad and says, "This is ridiculous! I thought we were going to bring in the guard! Let them get to the bottom of this!"<br> <br>Angus whispers something back to Selena, and then hands her something. Standing back up he turns, and gives Martha a hard look. "Are these yours miss Martha?." Taking a step forward he holds out a pair of elbow length gloves covered in blood. "Wonder why they were in the fire place."<br> <br>The duck straightens her back and says, "I must have pushed it back when standing up after seeing what happened to poor Carter!" She paces back to sit down next to the dazed looking toad and says, "This is ridiculous! I thought we were going to bring in the guard! Let them get to the bottom of this!" When the fox approaches with the gloves she says, "W..What? Those were in my coat! But they're all bloody now... Whoever killed dear Carter must have taken them from my coat!"<br> <br>Selena smiles. "You seem disappointed. I said we'd bring in the guard if you had nothing more to say. And you have given us more to look through." She replies over her shoulder, thanking Angus for the blindfold and scrutinizing the math on it for a brief moment. "That's convenient, Martha. That you'd also have a heat-sensing blindfold." She comments, dangling the 'mask' form a paw.<br> <br>Bite watches the unfolding events.<br> <br>Angus shakes his head with a sigh. "Unless someone else could fit these gloves I think I know who the killer is." Turning back to Selena he offers her the gloves, after that he goes to stand by the desk again. "Honestly why? Thats what I'm still confused about, why go to all the trouble to murder him?"<br> <br>The duck pushes herself up from the couch to speak, looking outraged. But before anything can be said there's a flurry of motion. The toad starts to launch himself toward the duck, screaming, "YOU KILLED HIM!" only to be knocked out of the way by Selena. The duck had reacted when the toad started to move toward her, reaching out almost impossibly fast to grab for him, but with Selena's move ends up reaching for the wolf instead. But the wolf proves too fast yet again, just barely slipping out of reach of the duck. If she had been half a second slower. "That bastard and I have been sleeping together for years, and he was going to drop me! Didn't want to have a conflict of interest by sleeping with a business partner!" The duck then starts to speak some math, preparing some sort of spell.<br> <br>Bite giggles and flashes a grin, working her magics out quickly. She places an explosion just behind the chair the duck leapt out of, which is sent flying towards the duck, a leg shattering off and skewering her gut. <br> <br>Selena seems to stand still for a moment, before slumping over as the real one stands to the side of Bite - The decoy buying her a little time, simply shaking her head at the duck. "You are despicable." The wolf states, and glances apologetically to the Anole, cricket and toad.<br> <br>Angus curses as she begins to prepare a spell. Picking up the dagger on the desk he prepares to send it in her direction in the hopes to distract her. Yes Bite beat him to it as he watches the explosion happen, and is suprised at the decoy Selena as well. ".....Mages, I will never understand how you arcane users work."<br> <br>The duck spits up a little blood as she's stuck by the chair leg, saying, "B-bastard deserved it! You... I could have... Damn you!" She coughs up a bit of blood then seems to pass out. The others all stare down at her, the cricket and anole looking surprised, and the toad just looking furious. That fury seems to fade, however, once her turns and sees Carter's body, and he says, "Can... Can we leave now? Carter... He doesn't have any family, and... I need to make arrangements for him."<br> <br>Bite frowns and nods, tilting her head. "I'm sorry for any stress i've caused any of you." she hisses, slthering the maid and giving her a kiss on her cheek and whispering something to her before moving to the duck and sighing. "She needs treatment now or she'll die." she hisses and frowns more.<br> <br>Selena nods. "All of you are free to go. If one of you could kindly fetch a healer, I'd appreciate it." She sighs, moving over to the duck and beginning to work on the wounds. "I imagine you'll enjoy your stay in prison, or whatever comes after." She says coldly, not bothering to administer any anaesthetics as she sutures shut some of the minor wounds, disinfecting and tending to the rest. "Bite, that was an impressinv shot you made." She comments.<br> <br>Angus sighs and places the dagger back on the desk as the danger seems to have past. Turning around he rummages through Carters pockets until he finds the key, and heads over to the door to unlock it. As soon as the door is opened he gives a bow. "I apologize for how the night has been and I do hope you had alteast a bit of fun before this all happened. I want to to all know that the Solacious house grieves for the lose of Carter and will surely help with the funeral arrangements."<br> <br>Once the door is opened and unlocked those able to do so leave. The maid remains, and the toad returns before too long, with guards, and a healer in tow. The healer goes over to tend the Siamese first, then moves on to the Duck. The maid, after being tended to stands up and walks toward Bite. "My name... If you laugh, I'll stick you, but my name is Katriona. Now, if you'll excuse me, I have to report back that my contract has ended." The feline turns and walks out the door, and before too long the guards usher the others out as well, with hearty congratulations, and promise of a reward for their deliverance of justice to be picked up at the guardhouse later.[[Category:RPLogs]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=First_Steps&diff=2418First Steps2013-01-14T19:13:10Z<p>Arimia: </p>
<hr />
<div>So! You've finished creating your character, either through the web inter face or through direct connection. But... What do you do now? Well, that depends! <br />
<br />
=Preparations=<br />
<br />
==Direct Connection==<br />
<br />
Before you can go out and do anything else you need to make sure you're prepared. If you've created through the web interface you've already picked a soul and gotten some equipment. So make sure to check your INV and EQ to equip what equipment you want on.<br />
<br />
If you created through direct connection, however, you still have to pick a soul and grab some equipment. You will have started on the Main Concourse in Firmament, so where do you go to get a soul? You just head to the Freeswords guild! Northeast(NE) from your current position. There you can type list to see a list of all the souls for sale there. It is highly advised that your first soul be a combat soul. You can find a list of combat souls [[New_Player_Primer#Combat_Souls|here]]. For more detailed information on any of the souls you can check the rpinfo of the soul through the direct connection. <br />
<br />
Once you have chosen the soul you want you can type starter in the guild and you will be provided a set of starter gear tailored for the proficiencies of that soul. The first set of starter gear is free, but any subsequent sets you request in this way will cost 60,000 crowns.<br />
<br />
==Web Connection==<br />
<br />
So you're playing through the web interface! What do you do? Well, pretty much the same thing. If you created that way you've already been provided equipment and picked a soul. If you go over to the left hand side you can click character, then inventory, and go through and equip anything you haven't equipped already. That is pretty much all the preparation you need to do to get started!<br />
<br />
However! It is recommended that you also try out direct connection. You can connect using a MU* client, like [http://www.gammon.com.au/mushclient/ MUSHclient]. The address you are connecting to then is rustedpromises.com and the port is 9630. You can also connect through the web interface. You go over to the left and click game, then direct game control.<br />
<br />
=What Next=<br />
<br />
So! You've got a soul, and you've got equipment, and you can't wait to get started! But... Started doing what? Well you have a few options. <br />
<br />
==Combat==<br />
<br />
You can jump right into the combat aspect of the game. To do this in direct connection you have to find your way to the old Ridgewater farm! It is located west of Firmament, the city you started in. If you're in the Freesword guild, fresh from picking up your soul and equipment, make your way back southwest to the main concourse, then head west until you can depart to the overworld map. Having done that you should see a few numbers. Look for the one that is listed as being the farm. You head that way, then enter. Having done that you should be at the farm! From there you can use your items and powers to beat the cackles and such that plauge those poor farmers. <br />
<br />
If you are on the web interface you just need to look over on the right side of the screen, and you'll see the options for battle and quick battle. Either one puts you into a combat, at the cost of patrol points. You can fight as many battles as you have patrol points in the web interface. Through direct connection you aren't limited by patrol points, however.<br />
<br />
==Missions==<br />
<br />
Maybe pure combat isn't your thing. You want your fighting to serve a purpose. For this you should go to the web interface, then on the left click game, then missions. You'll be presented with a list of missions you can do. These missions often have a reward of crown and experience, and sometimes a badge, or other rare items. However, missions come at a cost. Each step of a mission requires eight patrol points. But patrol points return, and the mission rewards are usually worthwhile. <br />
<br />
Anyway, for your first mission the one called Training Day is a decent starting point. It isn't too long or difficult, and acts as a good starting point. <br />
<br />
==Roleplay==<br />
<br />
So neither of those really appeal to you. You've gone through and described your character, you've figured out their personality, and you're ready for some roleplay! So... How do you manage that? Well! First you should wander around Firmament, the city you start in. Find various important locations, decide which ones your character would be seen at most often, and make note of where you see others. Then you can decide on which [[Creating_A_Character#Hooks|hooks]] you want to use for your roleplay. These can be as simple as getting a drink, or as grand as being chased through the streets by an upset street gang. You can also check who and see where people seem to be gathering, as if there's a group of people standing around, perhaps in the inn, then they are likely engaging in some RP, or wouldn't be opposed to starting some up.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=First_Steps&diff=2417First Steps2013-01-14T18:11:33Z<p>Arimia: </p>
<hr />
<div>So! You've finished creating your character, either through the web inter face or through direct connection. But... What do you do now? Well, that depends! <br />
<br />
=Preparations=<br />
<br />
==Direct Connection==<br />
<br />
Before you can go out and do anything else you need to make sure you're prepared. If you've created through the web interface you've already picked a soul and gotten some equipment. So make sure to check your INV and EQ to equip what equipment you want on.<br />
<br />
If you created through direct connection, however, you still have to pick a soul and grab some equipment. You will have started on the Main Concourse in Firmament, so where do you go to get a soul? You just head to the Freeswords guild! Northeast(NE) from your current position. There you can type list to see a list of all the souls for sale there. It is highly advised that your first soul be a combat soul. You can find a list of combat souls [[New_Player_Primer#Combat_Souls|here]]. For more detailed information on any of the souls you can check the rpinfo of the soul through the direct connection. <br />
<br />
Once you have chosen the soul you want you can type starter in the guild and you will be provided a set of starter gear tailored for the proficiencies of that soul. The first set of starter gear is free, but any subsequent sets you request in this way will cost 60,000 crowns.<br />
<br />
==Web Connection==<br />
<br />
So you're playing through the web interface! What do you do? Well, pretty much the same thing. If you created that way you've already been provided equipment and picked a soul. If you go over to the left hand side you can click character, then inventory, and go through and equip anything you haven't equipped already. That is pretty much all the preparation you need to do to get started!<br />
<br />
However! It is recommended that you also try out direct connection. You can connect using a MU* client, like [http://www.gammon.com.au/mushclient/ MUSHclient]. The address you are connecting to then is rustedpromises.com and the port is 9630. You can also connect through the web interface. You go over to the left and click game, then direct game control.<br />
<br />
=What Next=<br />
<br />
So! You've got a soul, and you've got equipment, and you can't wait to get started! But... Started doing what? Well you have a few options. <br />
<br />
==Combat==<br />
<br />
You can jump right into the combat aspect of the game. To do this in direct connection you have to find your way to the old Ridgewater farm! It is located west of Firmament, the city you started in. If you're in the Freesword guild, fresh from picking up your soul and equipment, make your way back southwest to the main concourse, then head west until you can depart to the overworld map. Having done that you should see a few numbers. Look for the one that is listed as being the farm. You head that way, then enter. Having done that you should be at the farm! From there you can use your items and powers to beat the cackles and such that plauge those poor farmers. <br />
<br />
If you are on the web interface you just need to look over on the right side of the screen, and you'll see the options for battle and quick battle. Either one puts you into a combat, at the cost of patrol points. You can fight as many battles as you have patrol points in the web interface. Through direct connection you aren't limited by patrol points, however.<br />
<br />
==Missions==<br />
<br />
Maybe pure combat isn't your thing. You want your fighting to serve a purpose. For this you should go to the web interface, then on the left click game, then missions. You'll be presented with a list of missions you can do. These missions often have a reward of crown and experience, and sometimes a badge, or other rare items. However, missions come at a cost. Each step of a mission requires eight patrol points. But patrol points return, and the mission rewards are usually worthwhile. <br />
<br />
Anyway, for your first mission the one called Training Day is a decent starting point. It isn't too long or difficult, and acts as a good starting point. <br />
<br />
==Roleplay==<br />
<br />
So neither of those really appeal to you. You've gone through and described your character, you've figured out their personality, and you're ready for some roleplay! So... How do you manage that? Well! First you should wander around Firmament, the city you start in. Find various important locations, decide which ones your character would be seen at most often, and make note of where you see others. Then you can decide on which [[Creating_A_Character#Hooks|hooks]] you want to use for your roleplay. These can be as simple as getting a drink, or as grand as being chased through the streets by an upset street gang. You can also check who and see where people seem to be gathering, as if there's a group of people standing around, perhaps in the inn, then they are likely engaging in some RP, or wouldn't be opposed to starting some up.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=First_Steps&diff=2416First Steps2013-01-14T17:45:37Z<p>Arimia: Created page with "So! You've finished creating your character, either through the web inter face or through direct connection. But... What do you do now? Well, that depends! =Preparations= B..."</p>
<hr />
<div>So! You've finished creating your character, either through the web inter face or through direct connection. But... What do you do now? Well, that depends! <br />
<br />
=Preparations=<br />
<br />
Before you can go out and do anything else you need to make sure you're prepared. If you've created through the web interface you've already picked a soul and gotten some equipment. So make sure to check your INV and EQ to equip what equipment you want on.<br />
<br />
If you created through direct connection, however, you still have to pick a soul and grab some equipment. You will have started on the Main Concourse in Sweetwater, so where do you go to get a soul? You just head to the Freeswords guild! Northeast(NE) from your current position. There you can type list to see a list of all the souls for sale there. It is highly advised that your first soul be a combat soul. You can find a list of combat souls [[New_Player_Primer#Combat_Souls|here]].</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=2415New Player Primer2013-01-14T17:38:38Z<p>Arimia: /* Combat Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
* Army Magician<br />
* Bard<br />
* Berserker<br />
* Champion of Light<br />
* Crusader<br />
* Dark Knight<br />
* Dark Magician<br />
* Dualist<br />
* EarthShaker<br />
* Fighter<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Journeyman<br />
* Machine Priest<br />
* Mage Adept<br />
* Ninja<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
* Street Fighter<br />
* Windrunner<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Souls&diff=2298Arimia/Souls2013-01-01T23:36:10Z<p>Arimia: </p>
<hr />
<div>'''Mage Adept:''' 26<br />
<br />
'''Dark Magician:''' 30<br />
<br />
'''Golem Crafter:''' 30<br />
<br />
'''Rogue:''' 4<br />
<br />
'''Journeyman:''' 5<br />
<br />
'''Performer:''' 1<br />
<br />
'''Parent:''' 1</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Souls&diff=2297Arimia/Souls2013-01-01T23:35:55Z<p>Arimia: </p>
<hr />
<div>'''Mage Adept:''' 26<br />
'''Dark Magician:''' 30<br />
<br />
'''Golem Crafter:''' 30<br />
<br />
'''Rogue:''' 4<br />
<br />
'''Journeyman:''' 5<br />
<br />
'''Performer:''' 1<br />
<br />
'''Parent:''' 1</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Contacts&diff=2294Arimia/Contacts2012-12-29T02:03:12Z<p>Arimia: </p>
<hr />
<div>[[Kilsa]]: She claims to be a noble, but I ain't seen it yet. She's a good sort. Takes care of orphans.<br />
<br />
[[Angus]]: A pampered noble. But he's trying.<br />
<br />
[[Zevran]]: A bit overeager to fight. But when it comes down to it I'd prefer he be beside me than opposite me.<br />
<br />
[[Wulf]]: Another fair hand in a fight, but a bit more levelheaded than Zevran when it comes to avoiding them.<br />
<br />
[[Kiyasai]]: Cute, though I don't know if she's all that mentally stable. A good healer, though. Worth bein' around.<br />
<br />
[[Selena]]: Another cute mage from Cliffside. Good with earth magic. An' I suppose she's my subordinate, so there's that.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Arimia/Infobox&diff=2263Arimia/Infobox2012-12-28T09:31:32Z<p>Arimia: </p>
<hr />
<div>'''Full Name:''' Arimia<br />
<br />
'''Clan:''' Apostate<br />
<br />
'''Species:''' Raccoon<br />
<br />
'''Apparent Age:''' Varies<br />
<br />
'''Approximate Age:''' Early twenties<br />
<br />
'''Personality:''' Chaotic Neutral/Neutral Evil<br />
<br />
'''Height:''' 3'2"</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=2253New Player Primer2012-12-27T09:10:17Z<p>Arimia: /* Social Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
* Berserker<br />
* Champion of Light<br />
* Crusader<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Fighter<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Journeyman<br />
* Machine Priest<br />
* Mage Adept<br />
* Ninja<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
* Windrunner<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at [[Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=2242New Player Primer2012-12-24T22:16:35Z<p>Arimia: /* Social Souls */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
* Berserker<br />
* Champion of Light<br />
* Crusader<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Fighter<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Journeyman<br />
* Machine Priest<br />
* Mage Adept<br />
* Ninja<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
* Windrunner<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at []Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
<sup>1</sup>The noble soul is not sold. Instead you get it from the perks Noble Birth or Royal Born, chosen at creation. You can also buy the Lunar item New Noble Line, which lets you create your own noble house, and grants the Noble Birth perk, and thus the soul.<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=Category:Guides&diff=2241Category:Guides2012-12-24T21:54:04Z<p>Arimia: Created page with "The following are a list of useful guides for those new to the game, or for those looking for more information on a subject."</p>
<hr />
<div>The following are a list of useful guides for those new to the game, or for those looking for more information on a subject.</div>Arimiahttp://wiki.rustedpromises.com/rustwiki/index.php?title=New_Player_Primer&diff=2240New Player Primer2012-12-24T21:47:38Z<p>Arimia: /* Creation */</p>
<hr />
<div>==Theme==<br />
<br />
Rusted Promises is a fantasy world with anthropomorphic animals as the dominant species. Highest tech-level is muskets, though there are ruins from the Creators with much more advanced tech(beyond atomic age).<br />
<br />
==Background==<br />
<br />
400 years ago animals arrived on a planet called Promise. They weren't the animals we have on Earth, however. Instead the Creators, who are strongly implied but not outright stated to be humans, uplifted them. This gave them the ability to speak, changes to their hands, and much increased mental capacity. They have since prospered, building cities and advancing civilization.<br />
<br />
However their moon, where their souls were stored, got all blowed up. This caused creatures called shadows, and a new subset to the uplifted animals called, at the time, soulless. Soulless were able to use soul gems, gems containing abilities and all of another, while those who weren't soulless could not. Eventually the term soulless got changed to Gifted.<br />
<br />
You are one of the Gifted, able to use your special ability to switch souls and become who you want at a whim to help defend Promise from the Shadow and threats of war. Or to damn it.<br />
<br />
==Creation==<br />
There are two ways to make a character. The first is using the web interface[http://rustedpromises.com (here)], and the second is through direct connection (rustedpromises.com port 9630). The web interface creation process is an easier, simple process. But for creating through the direct connection here is a bit of a guide.<br />
<br />
===First Step===<br />
<br />
When you first create after choosing a name and password then putting them in with CREATE (name) (password) you will have a screen come up welcoming you to the game, and prompting you to set up a clan, gender and species. At any time you can LOOK or L to see the room you are in, which contains instructions. First we will go with the clans. <br />
<br />
====Clans====<br />
For a detailed list of the clans you can check the [[Clans]] page. It is mostly a roleplay choice at the moment, though you should consider what species you want to be, as that can help determine a clan. A turtle, for example, fits quite naturally into the Shelled Folk clan.<br />
<br />
CLAN (clan name) selects your clan<br />
<br />
====Species====<br />
This is where you set your species and gender. It is doen with &sex me=male, or &set me=female. Then species is &set me=(species).<br />
You can be any normal animal species, such as a dog, a cat, a leopard, a kimodo dragon. And with the proper perks you can even be an extinct species, such as a dinosaur or dodo bird. <br />
<br />
You '''CANNOT''', however, be human, or any supernatural creature, such as a dragon or phoenix. There are ways to become some of those in game, but not right away.<br />
<br />
====Register====<br />
<br />
Typing +register will take you into registration. You set up your account email, and password for the account. When you buy lunars, or subscribe, it is applied to your account, not to your character. Though items you buy with lunars are bound your character and not account, in most cases. <br />
<br />
====Merits====<br />
After this you will be able to select your merits. By typing M you will go to the merit room. At creation you can select 20 points worth of merits. <br />
<br />
LIST PERKS will list them. Each perk costs a number of points. Those are discussed in a bit more detail later on. For now we will just cover the rest of the commands. Further, typing this will only show perks that you can currently afford with your 20 starter perk points.<br />
<br />
LIST FLAWS will list flaws.<br />
<br />
LIST PERKS (number) will list perks that cost that number of points.<br />
<br />
BUY PERK (perk name) will buy the perk named that. This command is also how you buy flaws, just replace PERK with FLAW<br />
<br />
SELL (perk or flaw name) will sell back the perk or flaw you bought, refunding the points to be spent on another.<br />
<br />
+RPINFO (perk/flaw) RPINFO is a very useful command you can use it to view a perk or flaw for more detail. But it is also useful in the game itself. You can use RPINFO on many things for detailed information. For example, mage adepts get the power explosive blast. If you were to check RPINFO EXPLOSIVE BLAST, it would tell you a few details about that power.<br />
<br />
PERKS This will show what perks you have.<br />
<br />
PERKS # This will show details on the perk you have that corresponds to the number selected.<br />
<br />
Once you finish this you just type O to return to the previous room.<br />
<br />
====Finishing====<br />
<br />
Once you have done all this you are close to being done. This is your last chance to review and make any changes. Make sure you are happy with your clan, species, gender, and perks. And if you are, then type I Am Finished. Any errors, such as an invalid gender or clan, will prevent this from going through. <br />
<br />
===Second Step===<br />
<br />
Once you type I Am Finished, you will be put on the main concourse and given 2000 crowns, the currency of the game. From here you type NE. Then you type list. Everything listed under this list, save for the Earth Mathemagician, is a soul gem. These are used to give yourself a class, in effect. At the start you will only have the parent soul gem, which is not as good as a specialized one.<br />
<br />
The types of souls are discussed further on in the souls section. For your first soul it is recommended you pick one of the combat souls. You do this by doing BUY (number).<br />
<br />
After this you must use your soul. Check Inv, then USE (item number). Then you can equip your soul, using SOUL (soul name). An example is SOUL FIGHTER. Once that is done it is time to get starter gear! To do that you just type STARTER. The first set of starter gear is free! Any further sets will cost 60000 crowns.<br />
<br />
After getting your gear you equip it. You just type I, then EQ (number). Each item has a loadout amount that it consumes. Checking +GEAR (item number) will display this, and you can use EQ by itself to check your current equipment, their loadout, and the amount of loadout you have remaining. Unless you took the Always Be Prepared perk, you can only have a loadout totaling up to of 100. Also, equipping an item removes it from your inventory page, which will change the number of any items after it. Once that is done, you are set and ready to go play!<br />
<br />
===Final Notes===<br />
<br />
For a list of helpful commands check the [[Newbie_Command_List]].<br />
<br />
Further, if going through the direct connection you can use the newbie channel for asking questions, and hopefully getting answers.<br />
<br />
==Merits and Perks==<br />
<br />
Merits are things that change your character in some way. Most of the changes are small mechanical effects. An increased proficiency in a type of magic, or getting more chances to avoid traps in web puzzles. Some are roleplay effects, such as having exotic patterning or coloring, or having less fur than others of your species. Generally the greater the effect, the more points it costs. You get 20 points free at the start. You can buy up to a total of 50 merit points. In game they have an XP cost of 10 x Point Value.<br />
<br />
Perks are the same as merits, though generally the term merit includes those that are only something you can take at creation, while perks are those you can take after creation.<br />
<br />
Flaws are a special type of merit. Only taken at creation, instead of being something that helps your character, it hinders it in some way. Maybe your enemies are always stronger than you, or switching between multiple souls causes you to develop multiple personalities. <br />
<br />
==Writing a Description and Background==<br />
<br />
To write a description in game you have a few options. If you are going through direct connection(either through the direct connect tab on the web or through your own client) you can use the EDITPLAYER command to bring up a list of things you can write, including description and short description.<br />
<br />
Through the web client if you go to Personal, then Settings you can edit both description and short description.<br />
<br />
The short description is what people will see when entering a room with you in it, or when using +glance. It will look something like this.<br />
<br />
Arimia[Female:raccoon]: A thin, runt raccoon, wearing a vest and short shorts.<br />
<br />
A description is what people will see when they look at you, and is generally much, much longer.<br />
<br />
For help with figuring out your character and what they look like you can check [[Creating_A_Character]]<br />
<br />
Another useful thing for your character is the WIXXX system. WI #HELP can walk you through this. In short, it is a system for setting up roleplaying flags that others can check, thus letting them know what sort of roleplay you like.<br />
<br />
==Theme Points==<br />
<br />
# You are Soulless, or Gifted. Point blank. You require a soul gem to keep from being taken over by Shadow.<br />
# You are some species of anthropomorphic animal. You can be a bird, snake, raccoon, wolf, and so on. With the right perks you could even be a dionsaur, or dodo bird, or some other extinct species. But you are '''NOT''' human, or an elf, or pixie, or anything like that.<br />
# You are a member of a clan. Which of the clans is your choice, though growing folk and shelled folk almost have racial requirements. You are not, however, clanless, an Apostate. You may have been at one point in your life, but you aren't now.<br />
# You are in Sweetwater, and most likely live in the city of Firmament. You can be from elsewhere, and RP events can take you elsewhere, but for casual roleplay that is where you are. <br />
<br />
==Souls==<br />
<br />
Souls are the equivalent to classes here. There are three types of souls, though the line between them can be a bit blurred at times. There are combat souls, social souls, and crafting souls. You can switch to any soul you own without cost, provided you are not in combat. Further, each soul has it's own set of equipment and chakra. So if you have a mage adept soul with padded armor equipped, and switch to fighter, you will not be wearing padded armor anymore. It will not show up in your inventory, but instead be tied to that soul, and will show up when you reequip that soul. <br />
<br />
As a note, it is very, very strongly recommended you select a combat soul for your first soul. This will let you progress web missions for XP, and go out and fight monsters. <br />
<br />
===Combat Souls===<br />
* Berserker<br />
* Champion of Light<br />
* Crusader<br />
* Dark Knight<br />
* Dark Magician<br />
* EarthShaker<br />
* Fighter<br />
* Golem Crafter<br />
* Hearth Magician<br />
* Journeyman<br />
* Machine Priest<br />
* Mage Adept<br />
* Ninja<br />
* Priest<br />
* Rogue<br />
* Scholar<br />
* Windrunner<br />
<br />
These souls are the combat souls. They are the only ones usable in, and capable of gaining xp from, combat. And their proficiencies, powers, and granted skills reflect this. While they may have some non-combat proficiencies, such as the crafting proficiencies for Journeyman, the majority of their proficiencies will be combat oriented. (Examples of such are fire magic, and moderate weapons.)<br />
<br />
===Social Souls===<br />
* Courtier<br />
* Merchant<br />
* Noble<sup>1</sup><br />
* Performer<br />
* Unseen<br />
<br />
These souls are social souls. They cannot gain xp from, or be used, in combat. Instead they gain xp from roleplay and from preforming social actions. Social actions, and the influence system in general, can be read about at []Influence]]. These souls, while they may have one or two non-social proficiencies like stealth, are mostly composed of social proficiencies. (Intrigue and Underworld are examples of these.)<br />
<br />
===Crafting Souls===<br />
*Craft Apprentice<br />
<br />
There is only one crafting soul. Like social souls it cannot be used combat, and gains XP from roleplay and social actions. Though it only has the commerce social proficiency, limiting what social actions it can do. Instead the majority of it's proficiencies are crafting ones. These proficiencies, when raised, give increased chances for you to craft higher quality items, pertaining to which proficiency is raised. So if you raise metalwork you will have a higher chance of crafting an exceptional sword or armor. This soul is also unique in that it can gain XP from handing in craft bounties, in addition to the crown and possible token reward offered.<br />
<br />
==Proficiencies==<br />
<br />
So! You've seen all the talk about proficiencies above! But what are they? Well, a proficiency is your characters ability with a type of magic, or with items of a certain type, or a knowledge about how the royal courts function, and so on. They represent what your character can do. Your soul determines your proficiencies, and what the maximum you will be able to have at any particular level is. Higher proficiencies means you will be able to equip better items, do better when using them in RP, and that your items will do more damage or protect you more, or just have an increased effect for you. <br />
<br />
You train proficiencies by spending a bit of XP and crown. However you can only train up to your current potential, which has a chance to raise higher each level. You ''can'' train higher than potential, up to the max for your level, but doing so will cost at minimum ten thousand crowns. So in most cases it is better to wait until your potential rises.<br />
<br />
Your max potential is determined by more than level, however. Your equipment also increases how high your protential proficiency can get. Your starter equipment will let you train to a maximum of five current proficiency. To train higher you will need to have better gear crafted and equipped, then gain levels and potential proficiency.<br />
<br />
==Chakra==<br />
Chakra are a special type of equipment. They do not have a loadout, like other equipment, but instead have slots. Currently there are three slots; arms, legs, and torso. A chakra can raise your potential proficiency when equipped, or give special chakra powers. These work the same as the powers granted by leveling your soul. Some are active, some toggles, and some passive powers. <br />
<br />
You equip a chakra same as any other equipment, but can only have one chakra per slot. Some chakra sets give a set bonus if you have all three slots filled with the chakra of that type, for example, Dullahan.<br />
<br />
[[Category:Guides]]</div>Arimia